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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - NikolaiLev

Pages: 1 ... 20 21 [22]
316
Suggestions / Re: Gravity Yo!
« on: May 16, 2012, 04:26:14 PM »
There are two implementations we could use for this.  Firstly, it'd be an energy weapon mount of some sort, but this seems questionable at best since you could lose out on quite a lot of firepower.

Or, it could be a hull mod, where as soon as something is within range, and you're targetting it, you begin to tug on it.

Problem being, what's to stop this from being totally ubiquitous?  It would probably have enormous utility.

317
Suggestions / Re: Missile's conga lines
« on: May 16, 2012, 04:23:15 PM »
Whether or not it's tactically prudent to spread fire to subsystems or focus on the hull is situational.  It depends on what's going on in the field as well as if your payload has EMP in it or not.  Keep in mind not all weapons must have an enormous amount of spread, and it can vary based on which one it is.

318
Suggestions / Re: New simulation mode mechanic
« on: May 16, 2012, 04:19:57 PM »
I'm indifferent. On the one hand, I always thought all ship variants should be in the simulator to begin with. On the other hand, it is a cool idea, and it does make sense.

As long as we get at least a few ships to start out with, so we can still try things.

The only problem with this being, you can just go play missions and learn the ships and variants that way.

319
Something you could allow the player to do is at the beginning of the battle, implement options to Side With a belligerent.  "Enter battle" being simply going in with no changes to relations.  But then you could do "Offer help to..." any of the combatants.  They'd only refuse if you've betrayed enough times.

When you Offer Help, you join the battle alongside that faction, and your ships will not automatically attack them.  Unless you begin attacking and destroying their ships manually, in which case you will have Betrayed them.  This is an especially severe relation decrease you possibly could not buy back, since it'd be quite abuseable (as it would be in real life) if there weren't lasting consequences.

320
Suggestions / Re: New simulation mode?
« on: May 15, 2012, 09:28:31 AM »
But also if  you mess round for too long it wont refund you

Just quick save right before doing it.  The only time it won't refund you is if you go to another screen or ship, at which point the financial transaction will be completed.

If you want to go to another ship, use Undo, or Strip, or just remove the parts you don't have in your cargo.

Whenever I want to figure out a new variant, I go find it in a mission and Refit it there.  Then I export the variant.  It'd obviously be nicer if there was just a Refit mode on the main menu.

321
Suggestions / Re: Straight up ANNOYING annihilator rockets
« on: May 14, 2012, 11:14:36 AM »
I see this issue with more than annihilator rockets.  It seems a little absurd how the need for point defense weapons is mitigated by having multiple spamfire weapons, like a few heavy autocannons or assault chainguns firing forward will defend you from a rocket barrage, harpoons, LRMs, etc..

Perhaps it should be made so only point defense weapons can hit missiles.  Alternatively, only every few missiles are hit by them.  It would make sense; large weapons are probably too clunky and imprecise to hit something as small as a missile.

Either that, or those weapons shouldn't be stopped by hitting a missile, but that would just exacerbate the issue, making missiles in an assault role completely useless (which they really shouldn't be.)

322
This is definitely something that ought to be added.  Ala Mount & Blade, battles on the world screen lasted for quite a while, giving you the opportunity to intervene.

Only problem being we don't support multiple AIs yet, I don't think, and having their ships under your control is a little silly.

323
Suggestions / Re: Missile's conga lines
« on: May 13, 2012, 06:15:40 PM »
I can dig it.  This would make streams of non-point defense fire less effective as a defense, which is a little silly.  Firing my assault chainguns shouldn't also defend me from missile attacks, in my opinion.

324
Suggestions / Re: Fighter craft and carrier hangar rework
« on: May 13, 2012, 05:23:42 PM »
Fighters are ridiculously useful and powerful as they are, so there has to be much care taken not to buff them.  This idea would seem fine, but honestly I can't think of any way this would work out.

One thing we could do is make it so you NEED to have "launch bays" in order to field fighters at all.  That is, ala the poster above, fighters are like weapons with OP costs instead of FP costs.  This would result in a nerf to fighters, which honestly might not be so bad.  You couldn't just throw in fighter squadrons alongside your armed to the teeth line of cruisers to cover your weaknesses.

Flight decks would still prohibit the amount of fighters you can repair and rearm in the field.  Launch bays merely dictate what you can bring into the battle at all.  You now MUST have a carrier to field fighters.

This is a huge change to gameplay balance though.  I think this should be saved only if it's decided fighters are too much of a problem.  You can field a single carrier ship and supply a huge swath of fighters and bombers, do we want that to happen?  If not, this idea ought to be considered.

325
Suggestions / Re: New simulation mode?
« on: May 13, 2012, 12:40:33 AM »
This would be taking the Refit Simulation a bit further.  But, I think we can do better than this.  How about an Instant Action mode, that would double as this suggestion but also allow you to build two fleets (or import presets) and have them go at each other?  You could customize everything; objective layout, astroid level, AI intelligence, and so on.  You would be able to refit any ship you like.

Presets would govern general battle setup, like "Large Fleet battle" or "Strike Force v. Capital Ship."  Like missions, only more customizable, and sans backstory.

I was going to make a post about this, suppose I might later.

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