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Messages - BaBosa

Pages: 1 [2] 3 4 ... 30
16
General Discussion / Re: MAY LUDD HAVE MERCY
« on: August 20, 2023, 03:47:59 AM »
Alex gotta do *something*. Patch's been out for a few short months and playerbase is bullying the Remnants with low DP hyperoptimized fleets again.
Every game will have some player’s absolutely wreaking ***. That’ll always happen so it doesn’t mean anything.

17
Suggestions / Re: Better ways to get strong enemy fleets
« on: August 19, 2023, 09:59:43 AM »
It'd be cool to have a few admirals with simple special abilities like reducing the deployment points of all their ships by 1/3 or their ships' speed increases with flux. If it's unique then it doesn't feel so bad not to have access to it. Could give remnant fleet admirals a increase officer ability to explain why they get so many officers.

18
General Discussion / Re: Doom can't keep getting away with it
« on: August 19, 2023, 09:43:11 AM »
I will still hope there will be a "disable all phase ships" setting at some point that also makes sense in the lore context and replaces these parts (so story doesn't mention phase nor there are any story phase fleets like the one when looking for Alpha Site). It's unfun and unfair to fight them, I fear a 4 DP shade or worse, pack of them more than a single Onslaught, against phase have to have 360 degree shields to feel safe and then there's the Harbinger who disables them and all guns, need heavy guns and flak pointing in all directions and can't chase them bcs of their disgusting speed (a Shade can still cross the whole map in mere 3 seconds despite the speed debuffs). Having to just sit there and wait for their CR to run out while curling into a defensive PD pointing everywhere ball is so much fun, or the fact they have literal invulnerability so you can't punish overextending unless AI is being dumb and I would rather not have AI be dumb, I want it to be smart and just not have access to phase. Phase and generally end game simply break how the game plays in an unfun way favoring high-tech, anti-shield, long range and constant damage at all times to either keep phase at bay or hit these stupid doritos who just zoom away if they want to. Once 1.0 hits it probably gonna be unfun teleporting, phasing and speeding time dorito battle station that also disables your everything and surrounds you with 20 mines while you can't touch it unless your entire fleet points at it with tachyons from all sides, even loot from them is unfun for low-tech enthusiast, it's all energy pew pews that mostly fit only in energy slots and are usually close range so only fit for fast high-tech ships and phase. I beat all of that on first try without S-modding everything with any kind of fleet but it is clear I do vastly better with high-tech ships and when being a cannons barrage enthusiast playing only low-tech ships fleets and listening to the ASMR, it makes sense low-tech is "low" but it's also sad Ziggurat will always be the best option, story expects you to have it and future end-game is going to be a chore unless played a certain way. Hopefully at least the lore will be fun (and a last ditch to get a low-tech tanky broadside ship).
Beams, SO ships with chainguns, fast frigates (tempest), devastators and HAG large ballistics all counter phase ships really well. Long range weapons to make them stay in phase longer so they build up more flux and slow down are also good.

I do agree that the main end game opponents being high tech is quite annoying. Either give factions mega fleets or swap some remnant systems with buffed derelicts so there are end game low tech fights. I suggested a sentinal style fleet made of Invictus and such ships because that would be scary as hell.
Omega composite weapons would be cool as well.

19
Suggestions / Re: Neural Link brainstorming
« on: August 17, 2023, 10:45:52 PM »
Alex could deal with the vent issue kinda like how he did with the CR issue from support doctrine.
Acknowledge that there is an exploit and create an incentive to not do it. In this case probably by giving the ability to force a vent with a command since you want to be able to transfer quickly.

As TheLaughingDead mentioned. Another option is to remove the share combat skills ability and allow to switch between any ship with a neural hullmod.
Since this is a capstone perk, the ability to force venting is reasonable and hitting 5 keys to select-transfer-vent-back is not that tedious. Plus the transfer delay to big ships would limit it a bit where it’s most potent.

20
Suggestions / Re: Neural Link brainstorming
« on: August 17, 2023, 01:25:55 PM »
The idea I’ve had for a while is to make it so it’s free to give orders to ships with the neural hullmods for a more fleet RTS style. And be able to change which ship benefits from your skills to selectively boost ships.

Also can the hullmods cost a fraction of total OP rather than a fixed amount? That would help with limiting radiant without crushing nova. Or maybe make it increase DP on AI ships like an alpha core for similar effect.

21
General Discussion / Re: Doom can't keep getting away with it
« on: August 16, 2023, 10:17:41 PM »
i beat a mothership (& its fleet) with a cerberus at lvl 1 once, please nerf the cerberus
 :o and that wasnt even with redacted weapons
How did you even do that? I wouldn't have thought it could even have the DPS to destroy everything within PPT even if they stood still.

22
General Discussion / Re: Doom can't keep getting away with it
« on: August 16, 2023, 03:17:59 PM »
Ships shouldn’t be balanced around having a skilled player piloting. It’s no where near as powerful in the AIs hands and normal players will make mistakes and build up damage until they die or retreat.
It would be a shame, if it turned out that Doom (well, Mine Strike) was nerfed and phase ships in general got burdened with a mechanic that slows them down over time as a result of such a skilled player's boasting, wouldn't it?
It wasn’t just skilled players though. I was a newbie when phase ships didn’t have the slow down and yet I found them pretty easy to dart in and out with.

23
General Discussion / Re: Doom can't keep getting away with it
« on: August 16, 2023, 11:28:08 AM »
Ships shouldn’t be balanced around having a skilled player piloting. It’s no where near as powerful in the AIs hands and normal players will make mistakes and build up damage until they die or retreat.

24
Suggestions / Re: Random Ideas
« on: August 15, 2023, 09:52:46 PM »
I was trying to think of a way to modify/overhaul the trade mechanic to make just being a simple trader/privateer profitable. I love the story (as far as I've gotten with it so far), but I was thinking what if I just want to grab a Wayfair, Mule, or similar small-ish freighter with decent speed and minimal overhead and just do trading? The game is obviously not balanced around this, especially with the 30% tariffs on everything, but I don't want to break the base game, either.

I don't really have any idea how to do this, I'm just asking the question at this point of those who are much more familiar with the under-the-hood aspects of this game. :)
You can do ligit trade if you take advantage of trade surplus and deficit. Admittedly that’ll mostly be supplying pirate and panther colonies as they have deficits most often. You could also do black market trading in open markets freely or elsewhere if you sneak.
You could also mod the tariffis. I think the base config file has that option or there’s the variable tariffs mod if you want lower taxes with factions you have good relationships with.

25
This sounds like a cool endgame event.

26
Suggestions / Sentinel Invictus
« on: August 14, 2023, 12:23:25 AM »
I want to experience the horror of an alpha Invictus with quad Mjolnirs obliterating anything in front of it or Guass shooting across the entire battlefield. Throw in some eradicators of both variants and manticores to complete the fleet.

27
Did you get -100 from sending him out the airlock or from other stuff? If it is from the airlock then you probably hit the helmetless button.

Otherwise, I find just doing missions and working for pirate contacts to be the best way. It takes time but you're also making money.

28
Limiting repair might do it. It’d certainly encourage hit and run tactics at least.

Elite combat endurance only activates when you’re under half health so your “capacity” is halved and it’s really slow. A repair system would presumably cost flux and so would repair a couple times faster than your dissipation.

I’d say shields are more vulnerable than hull as they have a damage type specialised against them. If you make it so that your hull repairs dissipation / shield efficiency hull per second that it works almost exactly like a shield except you have seperate bars for hard and soft flux and damage types work differently. Armour is just a bonus and once it’s gone it adds a little damage reduction to weak weapons.

29
Repair systems don’t really change the sort of gameplay that shields cause. You can think of a repair system turning your hull into a shield that can’t be turned off but has its own capacity bar.

30
You could make damper field toggleable like phase. You could give everyone LiDAR.
Another idea is giving everything omens system.

I don’t think you can have overloading as you only get that if the flux cost is a reaction to something. Like you don’t overload when using phase because it just turns itself off.

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