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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Shinr

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31
In the past I complained about the rather static scaling limits of skills that have them, which in my opinion are too low and feel counterintuitive, failing to achieve their "less is more" intention.

So how about a hullmod that makes those skills ignore the ships they are installed on, not buffing them in return for not counting them for scaling purposes, (or a hullmod that prioritizes them at the exclusion of those that do not have that hullmod, whichever is easier to work with) so that for example you'll have carriers with those 8 Flight Decks fully buffed (or nearly fully buffed if just a bit above 8, like Legion+Astral 10) while you can have more carriers without any buffs without debuffing those elite 8.

32
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.5
« on: February 16, 2023, 09:52:38 AM »
Will the Fighter Clamps hullmod change to account for Converted Hangar changes?

33
It was subjectively frustrating when using Better Deserved S-Mods mod when the ships with built-in mods did not get s-mod bonuses.

But objectively this could get out of hand.

EDIT: Maybe get unique bonuses/penalties from being built-in that are different from s-mod ones?

34
Suggestions / Re: Buff the Medium Energy Slot
« on: January 10, 2023, 10:59:07 PM »
https://twitter.com/amosolov/status/1612948304157110273

Quote
Trying out a redesign of the Mining Blaster - a high-explosive (anti-armor) burst weapon, with much better flux efficiency.

Feels pretty good so far; not sure if the current stats are over-tuned or not. It's a lot of burst damage, but also: still just 500 range!




35
Actually, as a quick thought. Would we be able to see the S-mod bonuses/penalties when hovering over the hullmods in the add/remove hullmods screen as part of their tooltip?

The twitter teaser picture shows that the hullmod tooltip description includes the s-mod changes, and I'm quite certain that you don't need to go into s-mod menu or s-mod the hullmod beforehand for that to show up, just like in the gamemod that inspired this mechanic.

36
Now that BDSM-style S-Mod buffs/maluses are now on the table, how about looking into making S-modding not completely refund the OP costs as an alternative to the maluses, or even getting rid of OP refund mechanic altogether and making the buffs the main incentive for s-modding (assuming that in that case all s-mods will give bonuses)?

37
Mods / Re: [0.95.1a] Concord 3.5.2g
« on: November 20, 2022, 08:03:04 AM »
What mods require Concord besides Modern Carriers and Fair S-Mods (Both also made by Sutopia)?

I'm asking because the way I see it, if it just those two then I'm willing to disable them and Concord if it means fixing the problems it causes both in vanilla game mechanics (Why does Concord needs to mess with Hi-Res Sensors and Sensors Profile anyway?) and mod conflicts (Console Commands).

And with Sutopia retired from Starsector modding AFAIK and with the eventual mods breaking via the impending vanilla update, I might need to do so anyway unless they return or someone steps up to maintain/fix it or create a replacement.


38
Blog Posts / Re: Hyperspace Topography
« on: October 12, 2022, 10:40:01 PM »
After reading this, the first thing that came to my mind is the potential new Crew/Marines/Pilots experience system separate from the Trading/Inventory system, which from my understanding being coupled to it was the main drawback of the earlier EXP system.

39
Modding / Re: Recommended Faction mods?
« on: August 15, 2022, 09:30:37 PM »
Thank you for the recommendations.

Now to see if I can squeeze some of these into my Potato PC.

40
Modding / Recommended Faction mods?
« on: August 14, 2022, 11:09:20 AM »
Outside of the Dark Revenant factions, which IMO feel like recommended add-ons to SWP, which factions mods can be considered must-have and/or simply fun to have around?

41
Suggestions / Re: Buff HBL for the next release
« on: June 16, 2022, 09:39:54 AM »
The impression I'm getting here is that it would be easier for devs to create a new useful high tech ship with built-in HBL as an extra than to make HBL worth taking on its own.

42
General Discussion / Re: fixed weapons ships any beneficial effect?
« on: June 12, 2022, 11:20:38 AM »
Since the Wolf is the topic right now:

If you were a dev, what would you change about the Hegemony variant to make it more than a cosmetic recolor?

43
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: June 03, 2022, 10:08:52 PM »
Patreon refuses to work for me for quite a while now.

Can you provide a mirror link for this and the Trailer Moments, please?

44
Suggestions / More Weapon Mount Sizes?
« on: June 03, 2022, 04:45:56 AM »
Less of a suggestion and more of a question:

In an unlikely event that Alex decides to revamp the entire weapon mount system or do something different for an equally unlikely sequel, is there is any merit to having more of weapon mount sizes?

For example:

Ultra Light = Current lighter small weapons;
Light = Current heavier small and lighter medium weapons;
Medium = Most of current medium weapons that don't go either way;
Heavy = Current heavier medium and lighter large weapons;
Ultra Heavy = The rest of current large weapons;

On paper, one benefit to this is that it allows Alex and the Mod devs to fine tune the ship/weapon power in more granular way.

Don't know how it would turn out in practice, though.

45
Can the OP please provide a mirror for Trailer Moments? Patreon refuses to load for me.

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