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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - hydremajor

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Suggestions / Strafing Runs
« on: April 27, 2012, 01:38:37 AM »
So my idea concerns ships that just sit on their ass doin' nothing to help during battles

The idea is, certain weapons once put on ships can be used from outside the main battlefield to strike specific targets you and your ships have sighted...

See it as a "Space Artillery Strike"

Because ships simply sitting on their ass when the fight starts just feels REALLY dumb...

Suggestions / Re: Conquest armor buff or shield unnerf & buff
« on: April 27, 2012, 01:31:41 AM »
IMO the conquest's shields and armors are fine...

I mean:frigates can hardly scratch the paint on that thing and since it gets a buff to flux maximums AND dissipation only thing you'd really want is for it to have its shields become directional...that would be GREAT to deal with em pesky annoyances like bombers and hounds ....Again just fit good ol' raepsticks on thoses Large hardpoint and you're pretty much set, can just one-hit about most things out there...given you've got good timing that is...

Suggestions / Re: Betrayal
« on: April 27, 2012, 01:26:24 AM »
...Is it just me or peoples will simply just not use officers just so they don't have to deal with em *** ?

Hammerhead: increased arc of medium hardpoints to 10 degrees (up from 5)

GOOD GOD ....I've been waiting for this...At last I can finally use BOTH thoses hardpoints at the same time without being able of fitting a damn lasher class in the gap between them things...Well hopefully...

Suggestions / Asteroid Storms
« on: April 23, 2012, 06:54:44 AM »
A'ight everyone here plays the game, mind their business blowin' fleets up and all that shazz...

But it would be neat as all hell to have natural hazards such as Asteroid storms

In MY head here is how I see it happen

Asteroid Storms would behave like any fleet only thoses would have not a single form of "tracking"
(or maybe perhaps allow them to curve their trajectories when coming close to a planet due to the whole "GRAVTITATION PIT B*TCH" thing).

If a fleet comes into contact with it, it would force a sort of "engagement" with no choices at all.

The idea would be that at the start of the engagement you get a countdown, when countdown reaches zero, hundreds of rocks are hurled at your fleet from one angle of the map and basically the only thing your fleet could do would be to outlast the storm by either dodging the rocks or or blowing the living sh*t out of it.

Now I'm not saying to do that just so some big fleets get screwed over just by a bunch of dumb rocks, but also as a sort of "Mining minigame"

See, I can see the whole "farming rocks to victory" become QUITE boring...

But lets say the f*cking rocks are hurled at you from across the map , forcing you to either shoot em to bits (and thus liberating whatever's inside of em) or just not give a crap and dodge right through em without a care in the world, Then YEAH I'd be game, it would also make a good trainning as to what your ship CAN and CANNOT do...

Also PLEASE....For GOD'S SAKE give us a sorta vault where we can store up the ships and ressources we don't need....That would just go hand-in-hand with that....

Suggestions / Re: Dragging disabled ships with you?
« on: April 20, 2012, 06:41:17 AM »
I hate to say it but it looks like the current dev teams attitude is to make it even harder to aquire vessels through salvage  8). The current In-Dev patch notes show several notes on making free vessel much more unlikely. I dont think they like the mechanic of people getting easy access to free ships so they are increasing the sabotage rates of surrendered vessels by alot. This includes sabotaging to destroy occuring at roughly 70% of the time.

I think they are trying to make a succesful boarding a rare and epic event instead of a valid path to fleet aquisition.

How about weapons made specifically to kill a ship's crew ?

Lets say you'd need to land the last hit with that one weapon to secure the ship and increase the recovery rate of that ship ?

Like viral weapons, hacking beams....You know that sort of stuff...

Suggestions / About plasma cannons....
« on: April 20, 2012, 03:11:01 AM »
Okay so....

I'm sorry but 900 Flux per shot seems overkill, I'd rather use Auto-pulse cannons or High intensity lasers and then switch to tachyon lances if I can somehow find a good supply of thoses, but REALLY atm the Plasma Cannon feels kinda....Well stupid really...

Damage output comparable to a tachyon lance but the range, OP cost and the overall fact that the Plasma bolt bursts are NOT insta-hit/fast-moving completely kills the point of even using that damn gun...

I just don't see the damn point in using thoses when just about everything else in its class is better while even sometimes costing less OPs AND less creds....

Suggestions / Re: Irreparable damage to weapons
« on: April 18, 2012, 02:29:53 AM »

After seeing that little arguement between Rueben and Uomoz I wondered

Why can't we just add engines/thrusters, some crew space to a weapon and call it a ship ?

Suggestions / Re: Blow It To Pieces! (Detached damaged ship parts)
« on: April 18, 2012, 02:25:58 AM »
You mean a "sections" system like in Battleship forever ?

I.E. "Child" section is linked to "parent" section wich is linked to "parent2" section

If "parent" section destroyed, "child" section goes drifting in space

Suggestions / Re: Negative Cost HullMods
« on: April 15, 2012, 05:25:58 AM »
I have a few ideas too

-Sealling Ballistic\Energetic\Missile points

Allows to completely prevent use of one type of weaponry ship-wide, added OP depends on the size of the points sealled

Small = 10 OP

Medium = 20 OP

Large = 30 OP

- Enhanced Flux exhausts Type E\B\M cost = none

Allows to replace weapons points ship-wide with much more bulkier Flux dissipation devices, flux dissipation enhancement depends on size of points used

- Reactor Re-tooling type A

Allows ship to use the Engine boost while flux remains under 30%
Prevents the "Supercharged" state

- Reactor Re-tooling type B

Allows ship to achieve "Supercharged" state when Flux reaches 30%
Prevents the "Engine Boost" state

- Reactor Re-tooling type C

Cuts flux generation when firing weapons by 50%
Prevents "Supercharged" and "Engine Boost" states

May sound overkill here but you get the idea...

Suggestions / Re: The Trident
« on: April 12, 2012, 12:27:28 AM »
I say....

Gauss-propelled rockets  8)

Looks like a laser (almost instant hit)

Hits like a rocket (good versus armor/hull)

And then some homing lasers PDs is all I'd really want...

Suggestions / Few thing i noticed that would or not be good or bad
« on: April 12, 2012, 12:21:17 AM »
Okay so I've had one of the most INSANE fleet growth rate yesterday and a few things I do feel like they need to be said

1:Mercenary groups are game-breaking

Yup, went there: it is not uncommon that a mercenary fleet engages a fleet and barely comes out of it in one piece the purest example is that when started a new game and gotten a vigilance class (yay good ship)

Later I found a mercenary fleet with a single cruiser in it, for sh*ts and giggles I engage it and there before my teary eyes the beautiful words "no battle ready ships" appear....

BOOM one free cruiser even though I only had my vigilance class and no fighters whatsoever,

After that I started litterally FARMING thoses, a few minutes later BOOM a Aurora class (fully weaponned up) a few more minutes BOOM a falcon class, my fleet grew so damn fast I litterally ran out of money to crew thoses things

So yeah, play your cards right and you can also get a fully armed Odyssey class at the BEGINNING OF THE GAME wich is just completely insane...No really...

1a: What would be nice in thoses cases would be communication jammers, like this attacking succesfully certain fleets wouldn't affect your rank....Yeah i know you see where im going with this but HEY its not MY fault if thoses guys always pick up ships they cant repair in time...HELL see if THEY care, besides its the future yet you're trying to tell me buttpirates let peoples broadcast SOS' when you want to horribly plunder em ?

2:Balance issues

I think I can safely say no matter how many times I start over the Tri Tachyon fleets ALWAYS end up decimating just about everything in th system HELL at one point Corvus two had FIVE gigantic fleets just buzzing around it and any Hegemony fleet trying to take it back got horribly mauled....I mean....REALLY ?!
a 1 VS 3 odds and yet they still kick that much ass ?

3:comandeerable fighters

Is it even possible ?

4:Non obeying ships

That awkward moment when ships are not where I tell them to be, seriously WHY would a ship suppoed to defend a point on the map is chasing a lasher class across the whole effin' map ?
It has been proved to happen....

5:Scrapping Hardpoints and turrets points

Sometimes some of the ship designs I come up with don't need ALL their weapon slots used, and to me it just seems daft that thoses points can't be refitted to grant a little more OP to add more usefull stuff...Like Integrated targetting or even amplified engines or even Auxiliary Thrusters...I think a LOT of peoples can vow for their usefullness, so the Idea would be that for each non-used weapon slot you get ONE "free of charge" hull mod...

General Discussion / Re: energy weapons: discuss
« on: April 09, 2012, 11:35:41 AM »
Currently my fleet count a LOT of Hangar ships, my current hangar count is 70+ wich is a wee bit overkill I guess and yet I dont have a single god damn capital ship...And I don't know if there's a capital ship I could want to replace my apogee as my flagship....I'll take the odyssee as a support ship
(unless I get one or two more tachyon lances in wich case this baby's gonna be MINE)

BTW you tried them large plasma cannons ? 75X3 on 800 range does seem fairly sweet...

General Discussion / energy weapons: discuss
« on: April 09, 2012, 08:32:02 AM »
Finally got to the point where my fleet is relatively impressive and I noticed that what I had a big tendency in using was lasers and other energetic weapons

Currently my favorite ship being an Apogee Class with a tachyon lance a full set of LR laser PDs and two ion cannons...

I went only with that because i didn't really like the idea to be forced to retreat simply because my stupid ship ran out of ammo...

In the end i restarted again and again until I got myself a Wolf class frigate...


Right now my fleet is soon gonna need a capital ship and I was thinking

"What the hell am I gonna field on it ?"

Recently I saw Some high intensity lasers and Plasma Cannons for sale

Considering I'm aiming at getting a Odyssee class what you guys be betting in your cases ?

Suggestions / Re: A few ideas on my mind...
« on: March 30, 2012, 02:26:48 AM »
Its me again...and I had a very stupid ideas recently...They DO seem stupid but HEY could be fun to have around...You know for added modding potential...

1: Shape shifting ships
Well...Not REALLY shape shifting but more like have articulated sections on a ship like arms or something like that...
Would allow to have SOME ships having actual tracking on weapons that shouldn't have any, like Tachyon lances only with an actual tracking capacity although very limited and slow admittedly....'sides later on we could have peoples make pretty nifty stuff with that like giant mechs (yeah I know, cliché) or even alien ships shaped like snakes/whales or even other kinda stuff like that !

2: Always face mouse mode
Not exactly NEEDED as per say but it WOULD make aiming some guns easier thats for sure...

3: Locked camera
Having the camera not follow the cursor and stick centered on the ship, again like 2, not needed, but can be somewhat handy at times (like maning the AA batteries or close range weapons)

4: Forced Scuttle
Now that is the craziest but hell perhaps the funniest too !
The idea would be to be able of loading the cargo haul of a ship with certain things like fuel for example and then use the ship as a gigantic suicidal bomber...Not exactly cheap to use as a tactic, BUT DAMN its always fun to have that sort of stuff available...

5: Titan class ships
Them things would be gigantic ships with building capabilities and the ability to use wrecked ships to boost repairs of your fleet OR use the unusable wreckages to build brand new ships/weapons/equippement pieces, although the said produced ships would come in with no weapons at all and with 5% health, see the titan class as a humongous "Boss class" battleship extremely slow but packing enough weapons to stand up to small armadas, thing would be about roughly 3 times the size of an Onslaught class and have about 5 times more guns....I know...Seems *** but DAMN that'd be some serious gunplay going off right there...

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