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Messages - hydremajor

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331
Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: September 23, 2012, 10:44:35 PM »
I don't think that's the order things are going to go in - I'd like to more firmly establish the role stations play in the game first. Right now they just kind of magically exist.

What I can see happen is that the whole "multiple systems" thing will be implemented last

Hence, right after its in the "filling", so to speak, of the game could start

Right now I'm expecting Space stations to have multiple variants

Mining stations

Refinerie station

Trade stations

Harvest station

and

Occupation station (wich would require destroyable space stations in the first place)

What I mean is, you don't do the mining yourself, you just toss a space station near an asteroid belt and on a daily basis it produces stuff you then take this stuff to another place for it to convert it into supplies/weapons/ships, wich in turn you can put in your other stations for them to be sold...Or just use'em yourself...

332
Suggestions / Re: Endgame Battle
« on: September 23, 2012, 12:26:57 PM »
Funny fact

Paragons became the lesser capital ship when the Tachyon Lances were nerfed through the ground so referring to them firepower wise does mean crap...

333
Modding / Re: Vanilla Wing Commander
« on: September 22, 2012, 07:26:54 AM »
So...Is there SOMETHING coming out on this or did it just went to pot ?

334
Suggestions / Re: Phase Suggestion
« on: September 21, 2012, 12:30:20 AM »
I disagree with all of the sentiment that phase ships are weak

Again say that when you can easily wreck any of thoses with a hound that has a single mauler

My point is:

Once a ship just face-camps you, you're dead in the water, doesn't matter what you do the end result is you unable to de-cloak while someone just sits on you all day long

Phase ships are noticeably more expensive than a hound yet the lightest ship in the game can force them into overload with any risk at all

Shoot once - AI cloaks

Run into AI's ship sprite - AI is screwed in all possible ways:
Can't decloak since ship is right on top of it and can't outrun the hound or any reasonnably fast frigates either, and to top it off its weapons are purely useless

Because of that it also makes using bombers a lot more beneficial in the fact that it also makes it a lot more likely to force the phase ship into cloaking to avoid getting clubbed in the face

If Phase ships could gain something like a +75% or even +100% speed while cloaked it would make em into very capable strike crafts and make it less likely to just facecamp them into oblivion since if they have enough speed so they can AT LEAST get the camper out their damn sprite...

Right now I never seen an A.I. try to facecamp me yet

335
Suggestions / Re: Phase Suggestion
« on: September 19, 2012, 11:34:55 PM »
How to fight Phase ships 101:

Run inside their sprite until they overload.

Profit.

Thats how shockingly useless Phase Ships really are, their main defense proving to be absolutely worthless unless they have an ally to take the heat in their stead...

The new "soft flux dissipation for hard flux generated" didn't help the matter as it makes Phase cloaking more unreliable...

Bottom line is that Phase ships SHOULD be considered full on support ships and should only be used in escort purposes...

I would say they could have more use IF while phased in they had a noticeable speed boost but since they loose the no flux speed buff whenever they turn on the phase cloak....

Effectively a single hound can take on any of the phase ships and come out the winner completely un-scathed in the current state of affairs...

336
Mods / Re: DSTech Corp Fleet v0.5.1a - New Ships and Weapons -
« on: September 14, 2012, 01:16:55 PM »
Did you remove the previous version of the mod before you installed the latest?

Turns out I didn't

When I saw the name of the rar I thought it was a patch to the mod or somesuch, somewhat misleading if you ask me...

337
Mods / Re: DSTech Corp Fleet v0.5a - New Ships and Weapons -
« on: September 14, 2012, 11:55:44 AM »
BTW I crash on start up

338
Mods / Re: DSTech Corp Fleet v0.5a - New Ships and Weapons -
« on: September 14, 2012, 10:32:08 AM »
got this

23944 [Thread-6] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [ds_shield_burst] not found in ship_systems.csv
23996 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
23996 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
23999 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.Õ00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

339
Discussions / Re: How many people here play/know of warhammer 40k?
« on: September 13, 2012, 10:00:07 AM »
So how many would like to see a mod? I've done some sketches already. It'd be my first big modding project though so I'd need lots of support.  ;D


problem is:

some ships in there look like a heap of pixels when seen from top side...What I COULD like would be Titans modified for space comat....NOW THAT...could look reasonnably good...

340
Suggestions / Re: New Shield system
« on: September 11, 2012, 03:43:56 AM »
I like to see this shield as a variant that would be more suited to ships using ballistic weapons

Of course my intent is to originally get this as a fighter exclusive but having such a shield on, lets say a Hound, would make sense for it would also allow the hound to straight up ignore the effects of flux wich means no "0 flux speed boost" no "Flux damage bonus" but on a side note it'd also get to use its weapons with no restraints since there would be no flux at all...

341
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...

342
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...

343
Suggestions / Re: Character/skill discussion
« on: September 08, 2012, 11:35:19 PM »
All I'm hoping here is that certain skills won't be absolutely devoid of purpose like "+5% to ship salvage !" or "-25% to faction aggresivity !" or even the insulting "Get to next level"...No seriously Thoses can bugger off for all I care....

344
Modding / Re: Vanilla Wing Commander
« on: September 08, 2012, 11:28:58 PM »
No reason to be rude about it hydremajor, I'm positive I've played some kickass scifi games you've never seen, but I'm not gonna judge you for it.

I'm being rude because you guys keep on b*tching things are OP

If there's no progression in a RPG then there's absolutely no point in playing it to begin with, an RPG's goal is to BECOME OP in the long run so you can take on bigger threats, right now all I'm seeing is a 2D game trying to be Mechwarrior 4....

345
Modding / Re: Vanilla Wing Commander
« on: September 08, 2012, 11:10:58 AM »
Now that I said that I realise I wish it was possible to have the ability to make shields like in Wing Commander...resulting in a tarsus....and Orion....and galaxy...and centurion....you get the idea i think....

Quadrant shields?
Yeah that would add an authentic feel to a wc mod.

Not only that it would also make flying fighters just a hell of a lot more fun to fly...

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