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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Gothars

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62
Suggestions / Reasons to (temporally) use a small fleet
« on: June 10, 2018, 06:42:59 AM »
My favorite phase of a Starsector campaign is the start, when you have a single ship or a small fleet. During that time it's not hard to keep your fleet supplied, and you have a maximum of direct influence on the outcome of battles. It also speaks much more to my sense of adventure (no doubt influenced by many sci-fi shows) than travelling with a big fleet.

As you progress through the game you continuously grow, and that "lone explorer/hero" phase must eventually come to an end. (Too fast for my taste, but that's another topic.) There are currently some incentives to use a small fleet, but the whole game principle is about growth, so these incentives can never be more than a consolation for not being bigger yet.

What I would love to see in the game are reasons to go back to that small phase later on, at least for a time. (As a side effect that would increase the value of the combat aptitude.)

Some ideas:

- Jump points that have a fleet size limit. Those should lead to interesting systems (with suitable challenges for small fleets) or be shortcuts across the sector.
- Missions that require a small fleet. For example a faction could hire you to infiltrate an enemy fleet as a mercenary. They enemy might welcome a single ship in its midst, but hardly an entire fleet.
- It's an older idea, but the ability to dispatch a single ship to bring back help when you're out of fuel would be awesome.
- Maybe a certain hostile faction would only register you as a thread once you're above a certain strengt limit, enabling you to explore their system unhindered while on you own.




64
Suggestions / Some small stuff
« on: June 01, 2018, 04:57:39 AM »
- You can't use modspecs in the salvage screen after transferring them to your cargo hold. That's a little strange, since you can use them at any other place.

-  In pursuit scenarios, it's pretty annoying that your ships sometimes brake for asteroids upon entering the map. This random event can foil your chances to capture a target.

-  In the deployment dialog, the position of the deployment costs makes it look as if they were officer levels. A few more pixels between them would help. (Ignore the red circle, I was indeed confused by this.)
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- When upgrading an officer, please don't close the level up dialog after each level. Only when no further level ups are available. It is annoying having to re-open it all the time.

- I'd personally love the option to start in (or acquire early on) an Odyssey (d) class. It's the perfect ship for lone exploration, but by the time you can afford it, that role is obsolete.

- If hyperspace storms would show up on the radar, that would enable you to traverse hyperspace while zoomed in on your fleet.

65
Suggestions / Show local system conditions (e.g. bounty) directly
« on: May 13, 2018, 02:18:51 AM »
There are certain system events that are often of interest to the player when he is local, such as the start or end of system bounties (I often miss that), or food shortages on in-system planets. Or maybe even if there is an ongoing manhunt for you (the "don't turn your transponder back on" kind). I think it's suboptimal that you have to actively look for these information, instead of them being presented to you.

You know the little bar over the active ability icons, where asteroid field effects and such are displayed? I think it would be a nice place to also show these other "environmental effects", in a broader sense.

Another possibility would be course widget on the right. Or just affix the pop up messages on the left permanently, as long as you're in-system or near it.

As an added benefit this would show you how far away from a wormhole you can be before a bounty is not recognized anymore.

66
Suggestions / Not using a jump point should interrupt a set course
« on: May 06, 2018, 11:39:42 AM »
A detail: When you're in system and set a course to another system on the map, your fleet auto-navigates to the next wormhole. When you change your mind and decline the jump, the jump dialog immediately pops up again and again and...
until you quickly set a course to somewhere else.

Declining the jump should probably interrupt the set course.


67
Suggestions / Compile and accept mission offerings in intel screen
« on: May 02, 2018, 09:54:30 AM »
After not playing for a long while I recently started a new campaign, and I'm happy to find that the game is still as much fun as ever. I'm bothered by one thing, tough:

I would love to be able to better plan my excursions into uncharted space. How about if instead of docking with a station and having to accept the offered missions on the spot, the mission offerings would be transferred into your intel screen? Then you could visit several planets and compile a list of viable destinations (and their time limits). You could then project those destination onto your map (with a new filter?) and find those that are well aligned with each other, to plan out an ideal route. Accepting those missions would also work remotely from the intel screen.

That's actually exactly the process I try to follow right now (when I'm serious), but currently it is very tedious. It requires you to log out of any relevant job offering and manually search the system in question on the map, all while keeping track of time constraints and the possibility of offerings suddenly ending. 



68
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:

Quote
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.

69
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.

71
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.

Advantages:
- 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).

74
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.

75
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 :)

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

Here's the save: https://drive.google.com/drive/folders/0B2mlvViVj2ERcGFFdEtsc1I1S3c?usp=sharing
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