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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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92
Suggestions / Ideas to make civilian ships more useful in battle
« on: May 03, 2017, 05:55:42 AM »
So, you can now install the hullmods "Nav Relay" and "ECM Package" on civilian ships, with is supposed to be an initiative to send them into combat and make them more tangible. For me this initiative seems insufficient, definitely not enough to risk my valuable freighters and tankers.

So, some ideas for alternative hullmods:

- Rescue shuttles. Hullmod that saves crew from destroyed ships. The effectiveness could be relative to the max crew of the ship it is installed on, to give an imitative to deploy passenger ships into combat. You could basically have a makeshift hospital ship that way.
This would help one of the weaknesses of using d-hulls, there are skills to mitigate crew losses from damage, but not from destroyed ships.

- Emergency field service shuttles*. Hullmod that expands the CR of all frigates. An unfortunate side effect of peak readiness time is that frigates are not reliable in big battles, because they will run out of time/CR before the battle ends. That is not just bad for your fleets combat performance, but also annoying, because you have to interrupt the fight to retreat them.

If you could deploy a civilian ship that helps frigates prolong their peak readiness time, it would mean that they can participate for the duration of an entire big battle. And that without getting a time bonus in engagements where the operate alone, allowing them to kite and negating the point of their timer.
Frigates with delicate machinery/high maintenance should probably be exempt from this.


* edited from "teams" for clarity

93
Spoiler
[close]

As seen in "Last Hurrah". There were no ships flanking them, and no other reason I could see why they did not evade sideways.

94
Bug Reports & Support / Disengage... or just leave?
« on: April 29, 2017, 11:28:49 AM »
Maybe not a bug, but when joining an ally in battle and losing, I have these options:


Am I supposed to be able to just fly away scot-free?

95


The warning should probably come earlier, when you refuse to comply with their orders. Either that, or you should be able to back-paddle.

96
General Discussion / MOVED: Let's talk UI/UX
« on: April 27, 2017, 06:59:28 AM »

97
This was probably reported before, but I couldn't find it:

When setting course to a system, you're usually setting course to its star. Now, of course you don't want to fly into the star, so you manually choose one of the jump points of the system. The main problem is that upon entering the system, for several seconds you don't have any control and your fleet follows the set course - into the star. That can really be a problem when the jump point is close to it, I had the autopilot drive me into a corona several times now. The same when you leave a system that is still logged in with pursuers on your heels (happens if you get into a distress-call trap), instead of speeding away your fleet will stay, try to re-enter the jump point and get caught.

The secondary issue is that it follows the autopilot at all after a jump when it was previously overwritten by manual control. That happens all the time in non-critical situations too, but there it's just a convenience issue. But if that were solved the main problem would go away too, I guess.


98
When bombers are active their UI symbol is green, when they are destroyed or (on the way home for) rearming, it's grayed out. It's cool that the indicator is there at all, but that it doesn't distinguish between the two latter cases is a real downside. A bit into a battle, when my wings are not perfectly synchronous anymore, it's very hard to tell how much of my bombers are still alive.

Ideally the indicator would have three states, maybe grey with a green dot in the middle or a frame to indicate rearming. But even it would only differentiate between dead and alive that would be more helpful than the current implementation. If they expended their ordinance or not is easy to see, after all.

99
This is just a bit of a fun question for now, but maybe, eventually, retiring your character will be an option. So, where would you want to spend your last days in the Sector?
Maybe on the earth-like Gilead, where "a light mist greets each sunrise before retreating into soft clouds, that glow appealingly at every sunset"? Or one of Eventide's estate-plantations, as a new part of the money aristocracy?  Or maybe you prefer Raesvelg, where a beautiful frozen landscape is contrasted by a hot, rowdy nightlife in domed cities, all under the binary watch of its two stars.


Yo can answer either for your ingame character or for yourself.



I'm personally undecided. Gilead seems like a good choice, if it weren't for all the Luddites. At the moment I have my eyes on the league world Finkenhild. Its an urbanized all-water planet whcih get's very hot. Living on the fringe of one of the floating cities, in some kind of floating boat-villa, I imagine that quite beautiful. And I like a hot climate. There's also the awesome view of Horn, a massive planet very close to Finkenhild.


100
(Posted this elsewhere, but I think it deserves its own thread.)

From the station-dialog where you select new missions, it would be great if you could go directly to the intel tab. Ideally, with the destination of all missions as temporary markers. That way you could see which missions could be combined into one run, and if the potential routes align with any points of interest (bounties, probe data, distress calls).

At the moment I check this manually, but the process is rather laborious:

I usually look at a scan mission  ->  note the constellation  ->   hit esc esc esc till im out of that menu/the station  ->   open the map   ->  switch from system to sector view  ->  locate the constellation   ->   switch to intel screen to see if any bounties or points of interest are on the route   ->  go back to either accept or   ->  repeat the process for another mission offer.

101
Bug Reports & Support / Distress calls in neutron star systems
« on: April 25, 2017, 07:40:24 AM »
I'm playing RC19-mod1, so neutron stars work now (and are fricking cool!). On two occasions I got distress calls from neutron star systems, but whatever was waiting there for me, when I arrived it was long gone. No wonder, since the inner jump points was blaster with pulsar beams every few minutes.

(I imagine it would also be quite the problem if you get stranded in such a system.)

Maybe exclude neutron stars from generating distress calls, or have some kind of shielding at the inner jump point?

102
Maybe everyone besides me already knew, but but me this find just now was a revelation. My entire to-lvl-40 playthrough I went about like this:

Get destination marker, like a bounty, a loot hint or a distress call, in the intel screen  ->  Memorize the constellation and system  ->     go to the map   ->   locate the constellation ->   (notice that you forgot the system name and go back to the intel tab to look it up again  ->)  locate the system   ->    set a course.

I was just about to make a suggestion to improve this when I noticed that you can click on the star next to a marker (I only ever tried to click on the marker directly) to open the planets tab, from where you can set course to the star directly (with "a"). You can even let the game show it to you on the map.


So, in case I'm not the only one who didn't realize this convenient method, maybe make it (even more  :-[ ) foolproof? For example, integrate a set course button into destination markers, or open the planet tab when double clicking them?


103
(Galatia System)
Spoiler
[close]


Unrelated: AI-controlled carriers which only have a Xyphos wing (which always stays with the ship) set that wing to "engage", pointlessly halving their speed. (Happens to me too, setting should maybe start on "regroup"?)


104
General Discussion / Can anyone beat "The Last Hurrah"?
« on: April 24, 2017, 02:22:46 AM »
This one is a tough nut for me. One the one hand you need enormous anti-capital destructive power to take out an Onslaught and six cruisers, on the other hand your are swarmed by 16 fighter wings and need to defend against them. All while being totally outnumbered, of course. I don't really see yet how to get through that. Anyone got ideas?


For extra hard mode, do it with standard loadout!

105
Modding / MOVED: [0.8a] Rebalanced Pilums V1.1
« on: April 24, 2017, 02:01:19 AM »

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