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Messages - heskey30

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16
General Discussion / Re: Auto reinforce too easy and difficult to judge?
« on: September 09, 2016, 04:39:37 PM »
It would be less punishing if the reinforcements didn't get there immediately, and there was a timer in battle that told you when they would arrive. So you could try to finish them off before then or run if you couldn't handle the entire fleet. I know Alex didn't like the enemy reinforcements arriving late, but it is a solution to something that makes the early game hard to balance.

17
Blog Posts / Re: Planetary Surveys
« on: July 06, 2016, 01:19:34 PM »
Alex said the sector won't be much bigger than it is now. Its because the game simulates everything that happens in the sector which means if it is too big it will run slowly. Too bad - it would be cool to have a huge universe. But its also cool to have it all constantly running. And huge universes are getting to be a dime a dozen nowadays.

18
Flux/second is what I use to determine the flux costs of most weapons in mid to late game. Its more important than flux per shot, which is only useful to know in corner cases like antimatter blasters. In fact I don't think there are any other weapons where I'd rather have easy access to the flux per shot than flux per second.

19
General Discussion / Re: Hyper Velocity Driver
« on: February 15, 2016, 05:55:57 PM »
High damage kinetic weapons are decent against armor though. That's why the original sabot was replaced with the spray one, iirc.

I don't think its a bad thing that this weapon is pretty strong, though. There should be some weapons that just are strong, and in a slugfest faced with a comparable opponent at short range, this weapon is lackluster as a shield breaker, so at least it isn't just all around overpowered.

20
General Discussion / Re: Report
« on: January 30, 2016, 02:18:40 PM »
I hear those tripads come with all sorts of spyware.

21
Suggestions / Re: Break Up System Maps
« on: January 29, 2016, 11:12:59 AM »
Making a game more enjoyable isn't quite as simple as reducing boredom. Just look at runescape. Flying around in realtime really contributes to the feel of the world being one thing that is interacting with you and itself as opposed to being a random encounter generator taped to a series of maps. I'd rather have a world than eye candy and action, even if it is kind of a waste to miss all of those closeups of the planets and ships. Maybe some of those empty systems could use more content though...

22
General Discussion / Re: Anyone familiar with wikipedia?
« on: January 22, 2016, 08:15:43 PM »
Would a wikipedia page really attract much attention to starsector? There are literally millions of wikipedia pages.

And this debate about streaming videos is kind of silly. Whatever resources are wasted by it are far eclipsed by other unnecessary expenditures of resources that you probably do every day without thinking, such as eating meat. So basically it comes down to judgement about leisure activities which is a little interesting from someone who spends so much time on computer games - this forum is basically a club for wasting time in a technologically extravagant way. Or at least, some people would see it that way.

23
It would be interesting in a mod. Would it be possible to mod this in in the current API?

24
Did you notice that if you hover over a trade good you get some prices from recent station visits? Because prices fluctuate so much, I don't think much more than that would be helpful really. And this game is designed so you can't do long-term trade routes because they are boring. That is a point of confusion for new players though, if I were alex I would be taking a hard look at that philosophy even though it does make sense and I personally like the trade/mission system now.

25
General Discussion / Re: Does shielded cargo holds do anything in .71?
« on: December 11, 2015, 09:14:30 PM »
Agreed, Megas, but I could see random shakedowns with your transponder on if you are suspected of having smuggled stuff in the past. Especially by the hegemony. Smuggling feels a bit too safe now. 

26
It doesn't make sense lore-wise for the independents to be completely immune to conflict with any major factions. They are perfect targets for exploitation, and they are probably full of rebels and rabble-rousers. Being an independent captain should probably be less safe than signing on with other factions, especially the hegemony. I do agree that they should not be treated as a unified faction though.

27
General Discussion / Re: Largest Contract 'competition'
« on: December 03, 2015, 09:06:02 AM »
I wonder what would happen if you blockaded Volturn. Would it suddenly accumulate a huge pile of lobsters? Would every market get a trade disruption?

28
Yeah there is a bug with boarding, its fixed according to the new patch notes. (But that version isn't out yet.)

29
Discussions / Re: Star Nomad II
« on: December 01, 2015, 05:02:43 PM »
Looks much closer to Escape Velocity, with some inspiration from starsector.

30
Is there any reason not to have an across the board increase in the cost of tradegoods? That would make piracy more profitable.

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