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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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Messages - some guy

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Suggestions / Re: Make Missile Autoforge Great Again
« on: September 14, 2021, 05:43:54 AM »
My complaint with Missile Autoforge is it was better to have no ship system (or flares) and a built-in hullmod than it is to have this.  I could not care less if the system is "boring" as long as it is powerful and effective, but the implementation is clunky and inelegant.  However, System Expertise interacts with the system.

With Systems Expertise in play, Missile Autoforge has a point instead of being streamlined into a hullmod or something.  It can have two charges.

Of course, System Expertise is one of the (three) skills that made Doom a godship.

i wasnt calling the system boring but rather what i was proposing... guess i need to work on my communication skills...again.

Suggestions / Re: Make Missile Autoforge Great Again
« on: September 14, 2021, 12:21:48 AM »
my thoughts on it is make it similar to the boss version just with a longer cool down diminishing returns like an increased cool down or less missiles and a supply cost of some sort boring yeah.

General Discussion / how do i disable the order a full retreat nag screen
« on: September 11, 2021, 07:13:53 PM »
it keeps popping up and is annoying

Suggestions / player useable automated ship hullmod
« on: September 03, 2021, 12:08:11 PM »
given the player can now *cough* legally use automated ships i was thinking why not let them acquire the means to automate ships not without some kinda issue of course could be very useful for logistics ships...and maybe make tri-t more annoying to salvage ships from.

General Discussion / Re: A Noob's Insight on: Ships!
« on: September 02, 2021, 03:45:21 PM »
sooo you left the derelict ships outta there thoughts on those i think they have a bit of potential but from my observations in game they seem to be very team based...and slow.

Suggestions / weaponize commodity stocks.
« on: August 23, 2021, 01:38:54 AM »
Had this thought in another topic, Why not allow the player and ai to use this as a cheap shot (for lack of a better word)? Be it dubious goods (deniable action) "oh so sorry that batch of lobster was bad we had no idea must have spoiled on way yes" to flat out harmful/sabatoged goods "oh man that sucks we had no idea the antimatter on the fuel was unstable it's a good thing it just blew a warehouse". The idea behind this is to allow more cloak and dagger and give smugglers a bit more use besides luddic nonsense (why not pirate nonsense? most their craft has shielded holds!) of course the factions would eventually catch on, and may randomly return the favor with dodgy goods (or perhaps in hegemony's case a stealth raid!). perhaps allow the player to do the smuggling them self for potential greater impact at the cost of that stocks value (lost regardless) huge relationship loss (but not enough to reliably cause flat out war by itself) and perhaps something special if enough of these end up on the black market, like maybe the damage gets spread out to other factions resulting in a mess...perhaps ai flavored mess if it was ai cores! (pirate:you sure this thing is safe? beta core's: kill all organics! player:((storypoint used)) yeah it's perfectly fine~ you'd have an attitude too if you were stuck in a small cell all day! besides they could be referring to vegetables.) the idea also of infecting the hegmony with rouge ai cores is funny too.

Suggestions / Re: Poop industry and Specialized planets.
« on: August 23, 2021, 01:11:43 AM »
guys hear me out here, "saturation bombardment" with this stuff causing toxic effects like pollution...and the idea of getting rich selling literal *** is hilarious huh had an ideer..

Suggestions / Re: Destruction of Disloyal AI Cores
« on: June 03, 2021, 10:22:27 AM »
Echoing here, going poof (especially if its a case of rocks fall everyone dies levels of heavy handedness) seems to make em a case of why bother...  Similar to the current nerf to some of the colony items...  Just my two bit on the subject, why not make these items attract unwanted attention instead? The sector is decaying after all, why wouldn't one of the major players snatch/smash and grab a nanoforge or ai core from someone likely to go poof at anytime, taking the goods with them. Bet the pirates would love to get there mitts on these things too, perhaps allowing them to make new/better ships easier... also mitigating losses due to failed raids... Funny how I think the pirates and pathers are going to be the ones to retain ship building knowledge better then the main factions... The idea of the player starting a new ai war sounds fun too could start quiet at first you know a sabotage/error here strange ships showing up there and ai sympathizers cropping up, and other factions investigating why their stuff's broken (esp hegemony) and sniffing around maybe they find "your" ai, maybe they go on a wild goose chase instead and cause problems for other factions culminating in more direct blue/teal flavored problems infesting the sector like them taking planets via invasion (crippling ai ran stuff beforehand) perhaps something special would happen if they knocked over the hedgemony perhaps they find end and they break out the flaming hot doritos with dip but enough spitballing will be here all day if I don't stop.

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: May 25, 2021, 03:15:19 AM »
...Hope I'm not going to cause trouble by mentioning this, the current version can be jury rigged to work...Needless to say there are problems, first one the custom nex campaign wont work. No clue how, beyond the skills of this hack(me) for now. The main problem is the famous bounty faction having an invalid skill: ship_design just delete and or replace it, the next is you need to fudge the version number and it should at least function, at least it booted for me hope I remembered this right was messing with it on low sleep and high coffee. Welp off to go play with the walls...Hope I also replied right, been a bit since I used a forum. Sorry mods in advance for any issues.

Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: May 15, 2021, 08:37:26 AM »
Recently registered a forum account, gotta say this update is a bit of a mixed bag well lets start with the good.

. The raiding system change (for THIS patch), gotta say like it a lot no more goose steping over 9000 times over the span of a rl year just to get some blueprints, doomstack, turn the weapons area into a dance hall, profit

. The built in hull system is nice, can't wait to figure out how to tweak it as I spy fun time's...question if automated ship was somehow added to say a mudskipper in this case would we be able to add a core to it?

. Automated's nice that the player can now get them without editing but the limit seems a bit harsh maybe have it be dependent on non automated fleet point's or whatever their called again sorry for me it's late and I'm running on coffee and sugar.

.The contacts system nice to have some additional revenue and maybe a mission or two you like being somewhat reliably available

.Some of the story point stuff is cool and all but... well see below

now for the things I think are a negative,

. Story point. neat concept but in their current form seem slightly shoehorned in.

. The skill system change...oh boy, honestly it feels like some skill's were butchered to give story points weight...even though I know a lot were merged, and it seems most skills were hit with the nerf stick a bit too much in an effort to make large fleets unattractive but that's just how I'm seeing things, also the mutual exclusivity of certain skills (at least untill loop around) made me look for a mod to disable that

. Scavenging only works once now... gotta say this is a stinker, given how hard it is to find some items it used to take me a few tries to get them i liked the diminishing returns system better

. the changes made to sychron core and nanoforge, given how hard they were to find, the change to scavenging, plus the added pollution (to nanoforge) and condition requirement (to synchron core) makes them golden turds (and disincentivize installing mods that add to the loot pool).

.the bribe option for inspections requiring a storypoint to do... idk makes glassing or razzing the hegemony into oblivion at the first opportunity seem REALLY appealing in comparison, that seems kinda bad... i've not had the event yet but i'd rather use the story point to pay a less ridiculous bribe or if ones not available pay a LOT of money.

Sorry if any of this seems harsh i was trying to give as honest feedback as i could. also how do i get godiva into the game or find fresh bread planets of steamy goodness (by the way this is joke question nice cat though)

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