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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - ForestFighters

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Modding / Re: [0.97a] Support Ships Pack 0.8.0
« on: April 08, 2024, 01:11:03 PM »
On the Hospice ship--this is definitely the most interesting ship in the mod for me. How do you envision it being used?
It is ultimately a mix of an RP ship and a 6 DP cruiser, unless you outfit it as a combat carrier, which it admittedly is not particularly strong at.
Out of combat effects is an interesting idea. If I can design and implement an interesting effect I will, but it may end up not happening.

On that note though, anyone else finding that the Geoid tends to completely displace the Atlas in markets? I'm generally having trouble finding the Atlas for sale now.
I would reduce the spawn frequency somewhat, however--pirate fleets seem filled with your ships, especially Maunders.

I will definitely look into this, and I have noticed that this ships in this are excessively prevalent in markets.

Modding / Re: [0.97a] Support Ships Pack 0.7.1
« on: March 02, 2024, 08:48:00 PM »
Update 0.8.0

-Changed Gemini (LC) to be in line with the updated base version.
-Buffed Aspirant, now 50 max speed and 1100 armor. (was 40 speed and 800 armor)
-Reworked Ossifrage, now has a 45-degree angle mounted large ballistic hardpoint.
-Fixed up some variants that were out of date.

Modding / Re: [0.97a] Support Ships Pack 0.7.1
« on: February 27, 2024, 07:47:20 PM »
I haven't played with most of the ships in this pack, but I wanted to talk about the ones I have tried.

Hey Rudragun, thanks for the feedback!

I didn't even realize that .96 updated the Gemini, that and the Civilian-Grade hull on it are definitely an oversight from me not reading the patch notes thoroughly. I'll patch those this weekend.

The Aspirant probably should have a second look at it. It is supposed to be a cheapo cruiser, but yeah, it is probably a bit too fragile and/or slow. I'll do some testing for that. I think it is close to where it should be, I'll just maybe give it a kick in the rear.

Good to hear that you have been having a good time with the rest of the ships in your game.
Well... except for the obvious one.

Maybe there's just a really good fit I haven't found, but it doesn't feel worth 25 DP.

The Ossifrage... is maybe a bit too terrible... Like that is the role it is supposed to be, the overdesigned midline boondoggle, but it also should be usable in some fleet comps where its totally all over the place design is actually good. The turn speed is really just to help the AI, so it is a shame that they still struggle with it. The jank is the point, but it needs to be a fun jank, not a bad jank. I'll figure something out.

Would love to hear your thoughts on the bigger ships when you get to them.

Modding / Re: [0.97a] Support Ships Pack 0.7.1
« on: February 03, 2024, 09:41:47 AM »
Update 0.7.1

-Updated to 0.97a

Modding / Re: [0.96a] Support Ships Pack 0.6.2
« on: December 15, 2023, 06:29:11 PM »
Update 0.7.0

-Added Hopsice-Class Hospital ship
-Added Wagon-Class fighters (built in on hospice)
-Added Lammergeier (Lion's Guard)

-Changed the Ossifrage's firing arcs to encourage AI to broadside with it
-Reduced the Carton (TT)'s DP to 2

-Updated some descriptions
-Tweaked some autofits

Modding / Re: [0.96a] Support Ships Pack 0.6.2
« on: December 02, 2023, 03:55:16 PM »
Update 0.6.2

-ACTUALLY Fixed a crash when the Carton had Expanded Deck Crews installed when a fighter was slotted.
-Added version checker support

For context: The first release of 0.6.2 was not actually released, I used the wrong version.

Modding / Re: [0.96a] Support Ships Pack 0.6.2
« on: June 14, 2023, 01:43:15 PM »
Update 0.6.2
-Fixed a crash when the Carton had Expanded Deck Crews installed when a fighter was slotted.

Modding / Re: [0.96a] Support Ships Pack 0.6.1
« on: May 22, 2023, 07:45:33 AM »
Update 0.6.1
-Updated to 0.96a (finally)

Suggestions / Re: Disabled Ship = Escape Pods, not Boom
« on: January 26, 2023, 11:05:49 AM »

Suggestions / Re: Disabled Ship = Escape Pods, not Boom
« on: January 25, 2023, 02:32:03 PM »
Yeah, lets keep in mind the basic assumptions of Starsector's setting.
Otherwise you get to the question of "why isn't every weapon a nuke in some way?"

As for my take on the central topic, escape pods should be an almost entirely visual effect, and maybe some post-battle events could pop up every once and a while.
They are non-combatants with no way of escaping. Unlike a logi ship that might be able to flee, they are entirely dependent on the outcome of the battle.
Adding them as targetable, in-battle effects would cause some AI-related shenaniganry and would also begin to do the awkward thing of there inevitably being a war crime metagame.
That is stupid and is just going to attract a bad sort of crowd, while doing little else.

Suggestions / Re: Disabled Ship = Escape Pods, not Boom
« on: January 24, 2023, 10:08:26 AM »
The value of human life, ignoring the player's view, pathers, and pirates, is at an all-time high in the sector.
The sector's population is very low, under a billion, and certainly not growing particularly fast with all that is going on.

Mindlessly gunning down escape pods for no reason other than "war crime funny" is stupid. It is a waste of time, ammo, and focus on a battlefield.
False flagging missiles and fighters as escape pods is just going to mean your pods will be indiscriminately targeted. It is a simple thing, don't do it and your pods are safe against normal opponents. It is just the same as false identifying medics IRL.

The only factions that are going to be intentionally targeting escape pods are the pathers and tri-tachyon's phase fleets.
Even pirates understand the value of a good ransom.

Suggestions / Re: Buff the Medium Energy Slot
« on: January 12, 2023, 04:35:11 PM »
TT brawler with coherer would be good. It’s easily the worst of the variants.

Hopefully the TT version gets coherer just as the LG one does.

This is an interesting idea. S-mods being a permanent addition to ships has always been too good and they need some sort of rework. I'd be down to try it.

That being said...
Personally I like the idea of S-mods staying as they are BUT being temporary instead, lasting only a month or two. You can view it as taking very special preparations before a big station assault or other decisive battle. It brings S-mods more inline with some other current story point uses, like making special maneuvers or negotiating trade deals; They'll be one time decisions focused around a singular event in your character's "story" rather than flat upgrades forever.

You would need to significantly increase the story point gain to make that work.

It would also run a serious risk of making S-mods basically unused, because of the "save it for when I really need it" mentality, in addition to it being such a worse trade than before.
This also lowers the power level of player fleets by quite a bit.

Also, any ship with poor burn speed just gets screwed. All capitals would basically have a -40 OP budget or force your fleet to be super slow. There is a very real chance that most story points being repeatedly used just to keep your fleet moving at decent speed, which is just awful and nullifies the whole point. Ships that really want to S-mod Heavy Armor would also be screwed.

Excellent: Falcon. Just an overall excellent budget cruiser, ideal as a first buy. It can easily chase down and bully destroyers and frigates while still being able to do some work against ships its own size. It also can run away from anything threatening which means it basically always does something even in large fleets, as I do not have to worry about it getting killed.

Enjoyable: Luddic Path Kite. Speedy hammer delivery service is the ideal role for these suckers. Slap some hammers and EMR on these and they basically become bombers that require no carrier and are (mostly) immune to PD and fighters. You don't even really need to get rid of Ill-Advised modifications, as the hammers basically never malfunction.

Dissapointing: Gemini. Costs more maintenance than a Mule while being both a worse combat ship and dead even on cargo, while still requiring more crew. It is also slow as hell and not durable in any way. A Mule with converted hangars is probably just straight up better than this.

Suggestions / Re: Give the pulse laser a bonus vs shields
« on: January 03, 2023, 10:50:37 AM »
At least the mining blaster does the "budget low-tier option" in an interesting way.
Having the pulse laser just be an underwhelming and bad generalist just means it will never be seen on anything but AI ships. Why even bother?

The heavy blaster and plasma cannon get away with bad efficiency and high cost because they just kill things quickly, no questions asked.
If you have the flux capacitors and speed to make them work, they will tear through things

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