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Topics - phyrex

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16
Modding / Suggestion to modders : making a mod to make mod
« on: March 06, 2013, 10:51:36 AM »
"you like modding ? we modded you a mod to make mod so that you can mod mods" :P

no but seriously. i love ships in starsector but i am often sad i dont have the skills to make one myself.
ill say ahead of time that i have NO experience whatsoever and i have no clue if the following is even feasible.

but here's the idea. someone willing to pick up the idea would make an online (or downloadable) programs that allows the user to make starships by themselves and then, when finished, give them a file to insert in theire game so that the ship appears in it.

the program would work by letting the user pick and match parts from the various ships available, determine its stats followed by weapon emplacement and type. the program could also do the same but with weapons, simply having the person pick from already existing visual and sound effect for them. the whole thing would be a little "pick-the-parts DIY" kit for those of us who cant make mods from scratch.

i guess the longest/hardest part would be to "break-down" the ships into useable parts.

i really dont know how that'd work, but i must mention that the idea came to me while using http://thegearcalculator.appspot.com/ for borderlands 2, playing Uumoz corvus mod just reinforced this idea, Starsector just feel like its begging to have such a software for it.

im suggest this from all of us starsector players who dont have the knowledge or skill to make our own starship :P

17
General Discussion / whats the fleet/cargo limit, past the limit
« on: March 04, 2013, 02:23:13 PM »
so its possible to go over the limit for fleet size, cargo and the like.
but what id like to know is how much ?

by how much fleet point can i go over without risking accidents ?

18
Suggestions / Stargate asgard plasma beam
« on: December 30, 2012, 11:28:54 AM »
my very first suggestion based on a show i like  :D ! pardon the very formal format, im not very good at presenting ideas.

First off, what it looks like.
the asgard plasma beam is a long, rather slow (relatively speaking) white-blueish colored "lance" of plasma.
When fired, it dosent look like a continous beam more than it look like a long spear with a tip and a tail like a stream of water (plasma in this case)
e.g : (mind you, here the distance between ship is rather short, so you dont see it fly throught space)

Secondly, how it would work in starfarer
#1 : goes into large energy slot (maybe a lower-powered version for medium slot)
#2 : when fired, visually it would look like a long , white-blueish, well-defined stream or "spear" and somewhat thick (or rather wide since its top-down view)
#3 : mechanically speaking, the beam would actually be made of hundred of small "sections" which, when connecting with a target, deals damage, shortening the beam as it goes. A ship flying throught it would then spread the damage all long its hull while a stationary ship would eat it up completly
#4 : damage wise, the goal would be that the damage dealt is very high if the beam touches a single target, while simply "skimming" throught the beam might let a ship survive the ordeal
#5 : the speed of the beam would be balanced relatively to the damage of each "segment" but still relatively slow. i cant give numbers but you'd understand that the more damage each segment does, the slower the "spear" overall would be going
#6 : flux cost would be just a notch over medium, a compromise between blasters and beams and the flux generated by the weapon would build up during the second or so the weapon fire the "stream"
#7 : turret speed would be moderate but rotation would be impossible during the firing sequence (to ensure a single stream is created rather than a large "wave" of little segments)


so ? what do you guys think ? personally i think it would look awesome  ;D

p.s.: i got no modding skill at all, so i have no idea how to implement or test this idea one way or another

19
General Discussion / why are sabor SRM pods so slow firing ?
« on: July 25, 2012, 02:48:20 PM »
everything in the title.
does an increase in ammo really warrant such a sluggish firing rate ? the notch under, even with its 3~5 ammo could fire at a good rate to make a stream of sabot rounds.
now the pods just have such a loooooooooooooong cooldown before firing again, it completly defeats the purpose and ability of the sabot srm pod to crack shield :/

20
yeah so yesterday ive been playing a lot with all weapons as part of my "learn-to-get-familiar-with-the-weapons" program.

may i say im deeply in love with the plasma cannon :P

but on to the real thing, the graviton beam and the high intensity laser.
id like to learn more from other people about it. after all my tests, both have come out as downright useless as far as i saw.

during even fights and even some where i was outnumbered, i sustained grav beam and HIL fire for extended period without having any problem.

truth be told, i could just ignore the ship who were using them :S

21
General Discussion / Anyone giving further though about the Atlas ?
« on: July 18, 2012, 12:43:10 PM »
Its no secret that right now, within the context of whats available to players, the Atlas is a pretty crappy ship and almost every player dosent even look at it.

But has anyone given further thought to this ship when the game will be completed ?

when the game is completed, according to Alex, there will be other solar system, more travel to do and economic system and such.
Personally, i feel like the dude who will have an Atlas in this context will be one damn lucky captain.
The Ability to carry immense supply, fuel, weapon and what-have-you for long travel, repairs, field weapon switch and such will be a great boon.

When we reach that point, im totally getting an Atlas.
How about you ?

22
Suggestions / Free fight mode
« on: July 16, 2012, 06:15:58 PM »
A simple suggestion really.
there should be an easily accesible (no mod console or whatever) that simply allows the player to pick his ship and theire weapon and also do it for his opponent.
like the simulation option but on a bigger scale. it would allow people to test many things inside parameters they are comfortable with instead of having to deal with the missions or having to play story mode just so they can gather enough money to pay themselve the ship they want to toy with.

23
General Discussion / Please help me grasp Starfarer's finer details
« on: July 16, 2012, 11:19:37 AM »
[prelude]
i love starfarer and have, in only two days, spent more time playing it than id admit.
Yet, since i started playing, i couldnt help but feel like i was missing on something. When i came to this forum to read a little, this impression was confirmed.
As such, i wil write the major points of my concerns down here, and ill appreciate any help and tips people are willing to share.
You are, of course, free to share tips and dispense help on topic that arent covered here.

-Chapter 1 : "its like playing pokemon without elemental weakness and non-damaging move" (strategic weaponization)
  • -assault chaingun
  • -light autocannon
  • -tactical laser
  • -pulse laser
  • -harpoon mrm

thats basicly what you'll find on all of my ship, turret on autofire, i take the hardpoints and just run-and-gun.
I know its somewhat paradoxal, but while im (in theory) aware of system weaknesses (kinetic>shield etc). In practice, i cant wrap my head around it. There's some stats in weapons that i dont get and i always end up going for the most obvious choices (see above). salamander mrm's and phase beam are a good example.

(Additional detail) not sure that will help or not, but i have 2 Hounds, 3 Lashers, a Medusa, a Hammerhead and an Eagle. All geared according to the previously mentionned list

[Conclusion] This leaves me wondering, is this just the loadout that suits my wild style, or am i truly missing on the finer, strategic point of gearing up my ships ?

-Chapter 2 : "F***ing missile, how do they work ?!" (proper missile usage)

This one is a no brainer as im sure a lot of people have trouble with it.
I always avoid missile in general. Harpoons are the sole exception for two reasons
  • they have good damage and tracking
  • i believe every slot should be filled with something
For me, anything else is either underpowered or too hard to aim (i tried swarmers, that didint work well). My tactics with them will usually be to drop 1~2 when my opponents shield is down. And with the low ammo, that dosent last very long
You will surely understand how baffled i was when i saw an Onslaught build with 4 torpedo launcher on it.

[Conclusion] This is an easier one to solve, im sure i just need someone to tell me more about proper missile usage

-Chapter 3 : Hard flux, soft flux, permanent flux damage

No witty title for this one, i just came upon those terms while reading this forum and have never saw them in-game, i have absolutely no clue what theyre about.
I feel tho that this "permanent flux damage" thing might help with the problems mentionned in chapter 1

-Chapter 4 : "Anyone who knows how to fly come over here !" (crew management)

That one just puzzle me. I first saw something weird when my ship all had some regular and veteran crew, which all changed when i put my eagle cruiser in first place on the list. All my best crew members were now there and every other ship had the leftovers and the green crews

[Conclusion] Is there a way to choose which crew goes where that im unaware of ?

-Chapter 5 : "How primitive, they only have fusion reactors and particle shields" (Low tech vs High tech ships)

Another term i saw while reading around. At first i thought it was just a way to categorize Hegemony ships versus Tri-Tachyon ones, but after some thinking, i think it means something else.
Something else that totally escape me.

[Conclusion] Again, am i ignoring stats or details in ships spreadsheet that would further hint about this low-tech/high-tech ship dissociation ?

-Chapter 6 : "The plan ? Err...I'll figure it out while we get there" (tactical combat)

Another one im having a hard time with, i usually just gear my ship like i would if i played them and then just let them be in combat while i use my own flagship.
I've tried assigning order some times, but it was shabby at best. most of the time it dosent even let me give ship-specific assignment and i have no clue why.

[Conclusion] Nothing to mention here, im just having a hardtime with bigger scale strategies


And thats about it. I love this game and im enjoying it a lot, but i feel like i would enjoy it even more if i fully understood its finer mechanism.

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