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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Topics - hydremajor

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31
General Discussion / Need Advice on Officers
« on: July 24, 2021, 09:09:33 AM »
What should I know before getting officers into my fleet ?

I would *** around and find out but its gonna end in me save-scumming and cussing so I might as well cut out the unpleasantness and go look for the prior needed knowledge...

32
Modding / How does one kitbash and get started ?
« on: July 21, 2021, 10:43:53 AM »
title

33
Suggestions / More difficulty options
« on: July 18, 2021, 12:23:39 PM »
Basically what the title says

A set of options on things one may or may not want to deal with in the game

For example

A slider ranges from "arcade" to "simulation"

The closer the slider is to "arcade" the less things the player has to juggle outside of combat

Think of arcade mode as a means to learn the broad strokes of the game: combat, ship customisation, trading, colony management, earning money....

On the opposite end of the spectrum the closer to "Simulation" the slider goes the more finer details the player has to manage such as: overheads like supplies costs to maintain ships, salaries of your crew, more D-mods on salvaged ships, Combat Readiness, Command points....

Diffculty through complexity in other words

34
General Discussion / Is there a mod to lower/remove overhead ?
« on: July 17, 2021, 01:16:35 PM »
Title

putting that in mods would make someone have a aneurism

then again, watch someone screech at me anyways...

EDIT: Overhead = operating costs
so crew pay and passive supplies loss
I'd add CR to that too to some extent

35
Suggestions / Skill: Surge Redirectors
« on: July 07, 2021, 09:47:19 AM »
Effect in combat:
reduces venting and overload times by 50%
+50% resistance to EMP weapons/effects

Elite:
Nebula Storms in Hyperspace cannot damage your ships or reduce their CR anymore

36
Suggestions / Comissioning ships
« on: July 07, 2021, 09:42:20 AM »
Right now the discrepency in costs of ships when buying and selling them is just absurd, would appreciate a way to lower purchase costs as right now, maybe being able to commition a ship and contributing ressources to build it, more ressources contributed means lower costs.

right now buying ships is for losers, if you can afford buying ships it means you don't need ships....

37
Suggestions / New Feature: mobile merchants
« on: July 02, 2021, 03:40:43 AM »
at the moment the only way to buy/sell stuff is to use stations/planets

what if some Caravans sold goods and services out in space ?

like Tri-Trachyon caravans being able to sell ships and weapons they have in store ?
or maybe a sort of mobile workshop where you could have yourself topped off on repairs and CR ?

38
Suggestions / Custom Storymode ?
« on: February 16, 2021, 03:57:52 AM »
less of a suggestion, more of a question relating to a possible suggestion

is there in the game a means for one to create their own storyline/storyquest ?

mostly thinking VN-esque exposition where one can throw in pictures along text to make their own little story mode....

39
Suggestions / More difficulty options
« on: February 08, 2021, 05:56:24 AM »
Sliders to decide how much damage is taken

how much damage player/everyone takes

how much ammo weapons carry

how much flux is generated/dissipated

how fast/if CR drops/exists

how much fuel is used to move around

how high tariffs go

how quickly faction standing changes and in what direction
(make it harder to build up standing but easier to lose standing)

make it all range from:
0: feature basically doesn't affect gameplay
1: normal feature effect
2: doubled feature effect
and have it increment by 10% anywhere between these points

40
Modding / About weapons
« on: February 07, 2014, 12:07:39 AM »
So I was wondering about some things being possible or not in the modding field, seeing I hardly check the forum and game anymore I got a little curious of it being even possible

What I wonder about is wether or not it is possible to make the following:

- Delayed charge reloading: basically what it says on the tin, more specifically is there a way to prevent charges from reloading until the weapon reaches 0 ammo and then have the weapon be unavailable until all its charges are available again and wether its recharge speed can be altered if it can be


- Change Weapon properties on a large scale: more specifically change the muzzle velocity of the projectiles depending on the damage type (lets say have kinetic go faster and HE go slower) as well as toss out the window shield damage efficiencies (all damage types do even damage to shields I.E. without multipliers)


- Get rid of CR timers on frigates


And thats about it, I just want a simple yes or no and what kind of level one would need to make it happen

41
Suggestions / Squadding system
« on: July 04, 2013, 11:56:33 PM »
for lack of a better term...


So the idea is to be able to create "squads" of ships wich can then be assigned specific roles

Lets say I want to make a group of Wolves and make 'em into a strike wing

I set their weapons, loadouts yaddi yadda and have them set how I want em to be...and then go to fleet screen and have an option wich allows me to create such squads in wich I can choose

- Their role: as in how they'll behave in battle wether they'll try to kite, go face to face or even try to phase all over the place to get behind the target and use their strike weapons

- Their "call sign": sort of small icon thing to designate the group as a whole, so to give em orders all at once

and with this perhaps add a sort of "drag'n'drop" order method or something....

42
Modding / Questions
« on: May 31, 2013, 01:09:34 PM »
I wanna ask something modding related, go ahead and use that thread for other questions if you want after I've had my answer...

anyways...

Is it possible to make a mod that automatically modifies all weapons in the game (mod weapons included) with set percentages ?

What I was thinking about was if a mod that automatically does the following would be possible

-Drops all weapons' ammo count by 90%

-adds a automatic "reloading" whenever a "clip" is exhausted, reload timer is set at 20 000% the time between two shots of the weapon

-at end of "reloading" the ammo is sent back to its 10% ammo "clip"

-cycle would repeat indefinitely

I'd just like something like that but I don't even if its possible in the first place

43
Modding / About engines...
« on: September 27, 2012, 12:34:51 PM »
Right so I was wondering if there was a to make an engine invisible in any way shape or form ?

Moreover, can one put an engine in the middle of a ships sprite ?

44
Suggestions / New Shield system
« on: September 11, 2012, 01:33:43 AM »
I originally wanted to put this in the U.I. improvement thread but figured it would make no sense, hence this topic

The idea is mighty simple actually

Once again the whole Wing Commander mod made me think about this, the way the shields on fighters works is kinda borked if anything, I can understand flux build up on a massive ship like Frigates and Destroyers and all thoses but a fighter doesn't have a freaking masive reactor like thoses ships so why would it work the same way  something thats ten times bigger ?

My suggestion on this would be to have a special shield type for fighters that makes them completely immune to effects of flux and flux build up and instead give them a Quadrant shielding system

It would work like a Overshield of somesort, starts out with a maximum charge level and loses this charge when taking damage, when too much damage is dealt to the shield it is brought offline for some time so it can build back a charge, see it as a secondary armor plating

However each ship has up to 4 of thoses shields one covering each vector

Front, Left, Right and Rear

Since it would be a different shielding type it would also have a different weakness wich would be energy weapons...

There I said it...

45
Suggestions / U.I. improvements and customisability
« on: September 11, 2012, 01:22:03 AM »
Now don't get the wrong idea the U.I. we have right now is good but there's a few things that I WOULD appreciate immensely

For starters: a inertia indicator

Now this wasn't really relevant up until things like phase skimmers appeared, phase skimming isn't exactly the most precise of things at the moment due to the fact we have nothing to really "aim" phase jumps, and since the phase skimming is, in short, a boost in the direction of where your inertia is taking your ship, the thing is the way the player sees inertia at the moment is haphazard at best of times and not exactly quite as efficient during combat compared to phase teleporting wich is shockingly precise in comparison...

Don't take me wrong, phase skimming is brilliant when it comes to chasing retreating ennemies but when locking horns with a ship its were the thing becomes much less useful considering you can possibly jump right into an asteroid or jump too far away of your ennemy, in both cases it can majorly screw you over...


second point:

Currently the U.I. has a bad habit of hiding ennemy ship's
"borderline ping"
(the little icon at the edge of the screen of an ennemy/ally ship)

Effetively making you wonder
"what the *** is firing missiles at me ?" an awful lot of times

Now some peoples may never had this problem but it does happen a few times in my case

That covers my remarks on the U.I.


Now for the U.I. customisation

This is more regarding the whole "Wing Commander" mod, wich made me wonder a LOT about things

In the wing commander series the player had two displays whom's purpose he could freely change

Lets say you want to have you Shield and hull to the Left and have your ship's heading instead of your ennemy scan you COULD have that...

My point being there are a few details some peoples would like to see at a glance over their hud and in a second know wich weapons had gone cold, wich are out of ammo and so on...

More aesthetic than vital but still pretty darn handy to know in a flash what's what...

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