Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - firstattak1

Pages: [1] 2 3 ... 9
Suggestions / Re: The one combat mechanic I can't stand
« on: March 07, 2014, 07:56:29 PM »
It happens, although not all the time, to me, but ussually i never die and just deal with it, but to elaberate on your idea, why not add an implosion effect that shows the radius of the much larger explosion ahead, like the power/flux core melting down or becoming unstable with loss of power.

@Silver_Silence: That would also work, and be extreally cool! I always loved it when the ghosts fliped out :D

Mods / Re: Restock Mod - 2.6. Tested with .6a
« on: February 27, 2014, 06:16:22 PM »
Looks like I missed the post asking if anyone wants this updated, and I sure do! And it does work with the current version but not with the new ship :(

Suggestions / Re: Deploy from carrier.
« on: January 04, 2014, 08:28:01 AM »
I don't remmember if Alex commented on it, but we decided tht it was unnecessary and did add anything to the carriers. (Btw I was one of the people for this idea)

Announcements / Re: Starsector 0.6.2a (In Development) Patch Notes
« on: December 01, 2013, 05:44:48 PM »
Is "Cerberus" a low tech defensive cruiser, with high armor low speed, and meant to have weapons that are meant to keep other ships away?

Your right this is fun :D

Discussions / Re: Tiny Trek another indie space game
« on: November 21, 2013, 06:33:56 AM »
Why didn't I hear about this earlier!!!!! Looks like a great game for the phone. I think I might even back it!

General Discussion / Re: Ongoing Playablity
« on: November 06, 2013, 05:47:43 AM »
It is true that the game doesn't have too much playability, but if you want to keep playing you could try mods, or there's always waiting for updateds (but that could take months), but I think everyone goes through not being motivated to play this game, and that's natural with this being an alpha and there being no goal. But for me, I always find a way back to this game after a week or two break.

Suggestions / Re: an Easier Start until game balance is done
« on: October 22, 2013, 11:03:23 AM »
I actually feel the difficulty is fine.

First though, the difficulty has always been with this game, even before cr.

But to the point. The difficulty at the beginning helps new players. With it, the player is forced to learn tricks and techniques to get through the game, so they learn their own way to play the game, making it extremely fun. So the difficulty is more like a second tutorial, that doesn't give you step by step instructions, and how the game is now, it's easy to learn the do's and don't.

Suggestions / Re: Slightly out-there idea: Free & instant armor repairs
« on: October 18, 2013, 01:02:43 PM »
I actually like this idea. It would esspecially help with phase ships, as there is almost no way to pilot one and not get hit at least once.

Suggestions / Re: Boarding: remove ships escaping
« on: October 17, 2013, 05:00:54 PM »
1 thing that i dont understand, lore wise about them escaping is how? I have blown up their ship, and im boarding them with the rest of my fleet close by, and he gets away? How does a buffulo get away unharmed when I try to board it?

So ya +1

although, if alex wants to keep it, for some strange reason we do something like this:

If the ship(s) I use to board the other ship has a higher burn speed than the one im boarding and it attempts to escape, it is destroyed.

If its vice versa, the ship escapes unharmed.

Although I don't like my own idea, its atleast a middle ground.

Suggestions / Re: Trade (most basic start)
« on: October 06, 2013, 07:49:35 PM »
Meh, To me that really doesn't fit with the game. Like I see where your coming from but let me say this.

A pirate can still fly a high tech ship if they have good training or experience. Although I guess that's not the point.

Well there is kinda something with that crew thing already in the game, but based aroud experience.

But the high tech low tech thing gives me an idea. Heg would probobly want high tec ships, and the tri need supplies for making high tech ships, an prirates, are the middle ground, and heg won't need supplies and tri dont need ships. So good idea, but personally I don't like the crew thing.
But.....there are going to be officers that you can hire so that could be heg tri pirate, but not for regular crew.

Suggestions / Re: UI Tweaks
« on: October 05, 2013, 07:51:12 AM »
Does it? Because all I see is stuff that says how much supply I use and stuff....will have to look at that when I play again.

Btw we are talking about actually pancakes right?

Suggestions / Re: UI Tweaks
« on: October 05, 2013, 05:20:11 AM »
The only problem I have with pancakes is that there is no way to find out how much an event will bring your logistics up or down. It doesn't tell me that, you have too many ships, or too much cargo, it just sits there telling me I'm over the limit. Maybe some indicator that says, 1000 cargo before going over logistic, 5 fleet points before going over logistics.

Suggestions / Re: New stystem for the Doom
« on: October 01, 2013, 11:07:19 AM »
The problem is not that the system is useless, but that it means the Doom could only be a missle cruiser to use its system effectively, while things like the Burn Drive, terminator or PD drones could be used with any build.

Take the Wolf, the phase skimmer could be used to help as stike, or to get to a distance for its advantage or escape a bad situation. But the doom has a system that is only effective for missles, and nothing else.

Suggestions / Re: New stystem for the Doom
« on: September 30, 2013, 04:41:12 PM »
Ya, I have seen those type of drones in mods and they seem like a good idea. But I'm glad I'm not the only one who doesn't like the fast missles, I was worried

Fan Media & Fiction / Re: The Lore Corner
« on: September 30, 2013, 04:39:06 PM »
I have no idea if this is how fighters work but here it goes.

So why only the set number of fighters could be deployed is because that's all that the computers on board the ships can control, and if they are all destroyed it also destroys the AI on board making the fights still on the carrier practically have no brain to fly or be flown.

Pages: [1] 2 3 ... 9