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Messages - hydremajor

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346
Modding / Re: Thrust into SPACE!!!
« on: September 07, 2012, 11:38:25 PM »
You do realize This in effect this is the exact same as the ironclads mod.. right?

This

347
Modding / Re: Vanilla Wing Commander
« on: September 07, 2012, 11:25:36 PM »
Also I think that you have now mentionned wing commander its high time we saw more mods based on wing commander I mean, there's like physical TONS of fighters, weapons, large ships and others all spanning over something like 6 games all from Wing Commander series....
Wing Commander? Whats that?

....

Go kill yourself...

wing commander was one of the best fighter combat simulator series...

What pisses me off here is that you pretend you know about space combat games balance when you never played one of the best....

348
Modding / Re: Vanilla Wing Commander
« on: September 07, 2012, 10:55:02 AM »
Any updates on this ?
Maybe ?

Also I think that you have now mentionned wing commander its high time we saw more mods based on wing commander I mean, there's like physical TONS of fighters, weapons, large ships and others all spanning over something like 6 games all from Wing Commander series....

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....

349
Mods / Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« on: September 06, 2012, 10:22:32 PM »
How about a wing commander mod addition ?

Them fighters look sweet....

350
Modding / Re: Vanilla Wing Commander
« on: September 02, 2012, 04:32:18 AM »
Whatever my point still stands....BTW where's the download link for this ?

351
Modding / Re: Vanilla Wing Commander
« on: September 02, 2012, 02:39:16 AM »
Actually there's only two things that this mod really misses to make it really complete

1: the ability to make certain ships "ethereal" as in capable of just going through stuff

and

2: the lack of a button to initiate docking and repairs.....Wich gets me to thinking, how on earth are repair ships going to work if its not just like docking to a carrier for repairs ? If its just a healbeam then everyone gonna be b*tching paragons are OP again...wich they are really not anymore since they have no really threatening weapons anymore, they just here to be giant meatshields really....

352
Suggestions / Re: Passive buff ships
« on: August 23, 2012, 06:44:50 AM »
Factory-ships….
How many times do we have to tell you. You can't make your own weapons!!

DO TELL if you prefer to sit on a planet for hours just waiting for X faction to have Y weapon available in the shop...

Disruptor ships fire…. chaos energy? Its like an original sci-fi movie…. -.-

go ahead and try to come up with something better...

353
Suggestions / Passive buff ships
« on: August 23, 2012, 03:46:25 AM »
Alright

So the idea here would be having certain ships in your fleets would grant you passive abilities

What kind of ability you ask ?

Lets say....


TOW-ships:
may attach to another ship and act as an external booster,
multiple TOW ships may attach to a single craft

Effect:
Buff the travel speed of the slowest ship in the fleet,
allows to move faster on the world map, speed buff may not exceed max speed of TOW ships


Factory-ships:
Capable of converting weapons and/or fuel into supplies
may convert supplies into Weapons or fuel
also provides advanced logistical support

Effect:
Converts weapons and or fuel into supplies at a rate of 2 for 1
(2 small weapons = 1 supplies)
vice versa also applies
(2 supplies = 1 small weapon)

Also reduces the FP cost of ships in the fleet by a set percentage, ship effect stacks, may not reduce the FP cost of other factory ships


Disruptor Ships:
Ships doted of advanced Nucleon Lances, on use the nucleon lance fires over extreme ranges particles of chaos energy wich enter through a ship's hull straight into its reactor provoking light reactor malfunctions

Effect:
Reduce the speed of Fleets you are pursuing on the world map by a set percentage, effect of thoses ships stack



Just a few ideas I have, do tell if you have other pertinent ones

354
General Discussion / Re: Mjolnir Cannon: Anyone Use It?
« on: August 21, 2012, 12:59:30 PM »
How about just giving it higher muzzle speed ?

Something like lets say twice or 1.5X the speed of a normal bullet

355
Bug Reports & Support / Some ships overly arrogant....
« on: August 21, 2012, 12:15:32 AM »
Sometimes happens that some ships think of themselves as "too good" or "too bad" to just capture map points

I'm referring to DSTech mod's ships here where I give a capture order and none of the *** move to actually do it

And giving assault order doesn't solve the problem because they just go in and out of the capture zone again and again...

356
Suggestions / A silly idea to buff HILs
« on: August 20, 2012, 11:15:54 AM »
Make it so that its an actual homing laser !

Like a continuous fire beam weapon whom's beam stretches left and right, the weapon itself wouldn't be capable of moving all but the beam fired would stretch to extreme levels so that it can be used as a PD weapon

Sides: I'm kinda dissapointed in how there's no form of homing lasers that actually look like lasers and not little sparkly blue missiles...

357
Mods / Re: DSTech Corp Fleet v0.4.1a - New Ships and Weapons -
« on: August 17, 2012, 06:21:01 AM »
can we have a "DSTech ammo factory" that cuts down the recharge time by 75% ?

358
Bug Reports & Support / Re: Super front shield...
« on: August 17, 2012, 05:01:31 AM »
Mother of god...

Funny fact: that thing still has enough OP to field its full medium size weapon set

359
Bug Reports & Support / Super front shield...
« on: August 17, 2012, 04:50:10 AM »
So yeah...

lets say you mod a onslaught

put a omni shield generator hullmod

after that you can put on the front shield generator

then remove Omni shield generator

And BOOM you get a super mega shield of DOOOOOM

In case of you wondering what this does



Ballistic paragon much ?

360
Announcements / Re: Starfarer 0.53.1a (Released) Patch Notes
« on: August 17, 2012, 02:06:30 AM »
So turns out...The onslaught can have a 0 flux shield upkeep now....
WELP time to introduce negative shield upkeeps !

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