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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Topics - Gothars

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Suggestions / Generate fuel from a star's corona
« on: August 20, 2017, 09:46:09 AM »
If you're away from home and out of gas, just park your fleet next to a sun and trade some CR for fuel. When you're stuck it would help as another option besides distress calls and scuttling your fleet. It would also make solar shielding more desirable. And I think the whole concept of gassing up at a star is hella cool.

I had the idea while thinking about whether this part of the latest blog-post would be doable in-game:

Battlegroup XIV, including elements of 200th Legion (disgraced after a series of mutinies while deployed against rebels), was cut off from the Gate Network at a transfer point in vicinity of Persean Sector. Enacts network failure protocol: most of the crew is put into emergency cryosleep, many units jury-rigged, and the ships make the hyperspace journey toward the closest civilized volume. Civilian ships and outposts encountered en-route are stripped of fuel and supplies. Many core fleet elements must be mothballed or abandoned.

circa c+48 - XIV Battlegroup arrives in Persean Sector

There is no way a big fleet could make a 48 year journey and secure enough fuel for it via piracy (in basically empty space!) along the way. It's more plausible that they had some reliable but slow way to replenish their antimatter reserves, and that much of the 48 years wasn't actual travel time, but time spent using that method.

Suggestions / Piloted phase ships move fast when no enemy is near
« on: August 02, 2017, 07:16:14 AM »
If you pilot a phase ship, phasing at the start of a battle to get in front of your fleet is often the tactically Right Thing to do. Since phasing slows down the flow of time, it is also very boring, as it prolongs the deployment phase were nothing happens.
I therefore propose that as long as no enemy is near, phasing should work as it does in not player-piloted ships - the phase ship moves much faster, other ships move at normal speed.

Suggestions / Ships can go over their OP limit
« on: July 28, 2017, 08:43:11 AM »
However, doing so reduces max CR, in the same way that having too few crew does. I'd say the effect should grow exponentially.

- more build flexibility, allows to build custom short-duration elite ships.
- avoid cases were you just lack like two OP to finish the custom build you want.
- opens the door for removable OP modifiers (respeccing, officer fleet skills).

Suggestions / Time buffer for switching between music tracks
« on: June 11, 2017, 02:34:54 PM »
So, I really like the new music in the game, but it can be annoying how fast the game switches between tracks. Sometimes when I'm exploring I get "hyperspace travel music", than I pass a system and get "unexplored system music" for three seconds, than back to "travel music" for three seconds until the next system...
Same with the dampening effect of deep hyperspace, when you fly trough thin stripes it almost sounds like a wobble effect.

I could enjoy the music more when it would wait a few seconds until it blends over to an effect or the next track.

Bug Reports & Support / Game freezes when I try to save
« on: June 10, 2017, 03:26:59 PM »
Never mind, I re-installed the game, now it works :)

I reset my windows today, re-installed Sector and now I can't save my old game anymore. The save progress bar freezes, always at the exact same spot. The backup save has the same issue. (Also it jitters between frames sometimes while saving, explaining the picture quality,  but that's a minor side issue.)

I had this same problem once before, but last time I could save normally after re-starting the game.

Here's the save:

So, the relative fleet sizes determine how many of the total deployment points are allocated to each side. That makes sense, because it limits the battle size (to safe performance) while preserving the numeric advantage of the bigger fleet.

But is there any reason the system doesn't adapt if the numeric advantage shifts during the battle?

I now had quite often a situation like this: I deploy my flagship with some escort, and get ready to take on the numerically far superior enemy fleet. The enemy sends wave after wave, but we stand our ground. At some point maybe 4/5 of the enemy ships have been destroyed, but my ships are not in good shape. CR is running out, missiles depleted, armor shattered, hull torn. I'd love to deploy some reinforcements now, but I can't! Despite an enemy fleet that in its entirety would now pose little threat to mine (or my CPUs performance), I only have the options to
a) retreat (some of) my main ships in a gruelingly slow process that might open my formation and leave my ships vulnerable or
b) try to end the fight with these exhausted ships, while the risk to lose them skyrockets as their performance plummets.
If the situation is critical, it might even make sense to c) sacrifice the least irreplaceable of your ships so you can bring in fresh reinforcements ASAP.

Even if I defeat the enemy the DP system hinders me further, because my weary fleet is in no condition to chase them, and I can't deploy my fast pursuit ships for lack of DP (until the escape scenario).

So, If there's not some factor I'm overlooking, I'd suggest to re-calculate the distribution of deployment points during battle.

Suggestions / Destination marker in campaign
« on: June 08, 2017, 08:21:12 AM »
I'd like it if a small destination marker would appear at your fleet's next immediate destination.

That has two reasons:

1: The following scenario has happen to me far too often: I'm on course to somewhere, than something makes me deviate from the course, let's say a hyperstorm. Now I click and hold somewhere off int he distance to avoid it, draw the cursor around the obstacle while my fleet follows, and let go of the button when the danger is circumvented. My fleet is happily back on course and... but wait, it suddenly stops in the middle of nowhere. Oops, I forgot that I didn't just evade, but set a new course to some random point in space. Hopefully no enemy is in pursuit...

2: Another scenario:
Ah, so that is the system we have been astrogating to, let's see, where best to enter... wait, what, we just passed over the star? Ohh, it's the next system over, and this one just happened to be on the same vector....

Bug Reports & Support / Planet has two names
« on: June 06, 2017, 01:06:11 PM »
This one wants to called Old Milix and Eta Shidim 1. None of the system's three stars is btw called Eta Shidim. Got a save if needed.

/e Just noticed that the Nebula where the System's in is called Shidim, with some other stars as Alpha, Beta etc. Shidim. So I guess the Systems primary would have been Eta Shidim if its name had not been changed to Bel.



Seed: MN-5085697203828460070  (Kitchen Sink)

Suggestions / Make cheating in iron mode - harder -
« on: May 24, 2017, 04:49:28 AM »
So, I really like Iron mode and the challenge it provides. But since it is unforgiving, it can sometimes be frustrating, and then - I have to admit - I sometimes rage-quit combat with alt+F4. That way I erase my mistake without even wanting to, and the worth of the whole Iron run feels compromised. And admittedly, sometimes it might only be half out of frustration and half a conscious cheat in a moment of weakness.
I realize of course that there is no way to make the game immune to cheating, all I'm asking to make it harder to do accidentally/out of an impulse. Because hitting alt+F4 or ctrl+alt+del is a matter of three seconds, anything that takes longer (like save game editing) I could easily avoid/resist.

I think auto-saving before each battle would be a real drag, cause it would take a while. But maybe the game could just put a marker in the last save when a battle starts? Say the marker only gets deleted when the battle is resolved properly, otherwise the next time you load that save you start as if you'd have lost - with a frigate at a planet. (Maybe with some snippy text about you suddenly losing consciousness in your last battle^^)
Or just generally put that marker on Iron mode saves when they are loaded, and remove it only when "Save&Exit" is used.

Bug Reports & Support / Allies don't move towards enemy
« on: May 22, 2017, 10:55:52 AM »
This is a behavior I observed regularly from back when I started palying .8, didn't report it because I'm not sure it's a bug or some way to decompress battles. Ships don't move towards a far away enemy in a straight line, preferring to loiter and move in random directions.

Look for example at the movement vectors of the two hounds (flagship on autopilot) after they finished an enemy in their part of the map:

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