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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - VerifiedN

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16
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 13, 2013, 07:27:58 PM »
I'm really liking the CR mechanic. It opens up a lot of potential situations for campaign play.

What are your thoughts on it's interaction with stations though, will stopping by the dock for repairs restore CR?

17
General Discussion / Re: Why is the Apogee not set as a carrier?
« on: December 07, 2012, 01:08:14 PM »
Flight decks are too integral to a ship's structure to just be added on and taken off at will with a hull mod. All carriers have visible flight decks because they need openings in the hull and some sort of runway for quick landings during battle. That's too much to change with a hull mod.

Gutting out the cargo bays and slapping a big airlock door where a wall used to be isn't all that difficult. It'd wreck your hull integrity and armour (not to mention eating all your cargo space), and probably would be a lot slower than a proper flight deck... but hey; there you go, makeshift carrier in a pinch.

It wouldn't be balanced as a hull mod though. Perhaps something to be implemented later (hull conversions in "dry-"dock?).

18
General Discussion / Re: Level 60 trolling formerly ...
« on: December 07, 2012, 12:50:46 PM »
Most of that speed probably comes from stacking the new speed mod with augmented engines - that can make anything fast.

Barrelling through the enemy line going 145 in a Paragon is nuts. Love it.

19
Suggestions / Re: Convert Weapon Mounts
« on: December 05, 2012, 09:25:06 AM »
I think this isn't a bad idea, with balancing.

Ballistic/Energy should convert to missile without much cost because of the narrow usefulness of missile weapons and their universal nature.

Ballistic to Energy (and vice versa) shouldn't be possible to preserve tech level divides and 'flavour'.

Missile to Energy could result in (a lot of) flux waste and reduced RoF.

Missile to Ballistic should drop the size by one tier, add more recoil (weapons that previously didn't have any would gain recoil) and also lower RoF.

Perhaps converting to universal could be added as an advanced mechanical skill perk?

20
Suggestions / Re: Bomber AI
« on: December 05, 2012, 08:48:37 AM »
Agreed that bombers need better defensive behaviour. Flying right over an enemy ship isn't a bad idea but they very much need to scatter/abandon formation after their bombing run (in both cases of going in for another and returning to rearm) to better avoid interception and PD.

A fighter/bomber specific order to remain docked at a carrier (and a relative 'launch fighters/bombers' command for carriers, although docked bombers/fighters should definitely still respond to new intercept or strike orders) would be very helpful tactical options.

Fun bonus: add a leadership perk that makes recalling/launching fighters/bombers cost no CP when the player is piloting a carrier.

21
The thing with LPs I find, is that you need to be able to like the person doing it. Their sense of humour, their skill (or lack thereof), how they go about things.

Although the game is incredibly important too. An LP is a showcase of that game from a (potentially) different viewpoint from your own, and it's critical that the LPer rolls with the game and really shows it off rather than replacing it's character and context with their own (see PewDiePie).

Still. With as many people as there are on youtube (and all the other similar video hosts) anyone can produce an LP and find a niche. It's down to individual taste in the end, and the more variety you have to satisfy that taste, the better. Although to be fair there most definitely are LPs and LPers out there that are terrible to the point that their niche is infinitesimal; they've got no excuse to be doing something they're simply not cut out to do.

22
Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: November 19, 2012, 08:36:45 PM »
Updated with some modding-focused changes. Likely to be the last update prior to the release.


That is all.

23
Suggestions / Re: Technical Blog?
« on: November 19, 2012, 08:31:35 PM »
I'm in said '5% interest' party.  :)

It'd be great to have something like that to read to see how development is going.

24
General Discussion / Re: Novel Shield Idea.
« on: November 19, 2012, 07:49:44 PM »
A more novel idea would be rear facing shields for a hit-and-run style of fast strike frigate (simply won't work for something bigger than that). Much like an upgraded version of the Hound.

25
General Discussion / Re: Five Hours Later...
« on: November 19, 2012, 07:26:39 PM »
Hope to see more in the future!

You can bet on there being more Starfarer on the agenda sometime soon.

To be clear I don't just record something and stick it on youtube; the vast majority of my uploads are VoD of livestreams I do for www.QubeTubers.com. So if you check on the schedule (www.qubetubers.com/schedule) you'll be able to tell when I'll be on next should you want to chat while I play, or at least when you can expect there to be another VoD uploaded to youtube (I upload them straight after streaming and usually have them available within an hour or two).

Thanks for the interest!

26
General Discussion / Five Hours Later...
« on: November 18, 2012, 07:35:08 AM »
Time really flies when you're playing Starfarer.
http://youtu.be/9VJUeBBXJ0w

It's a five hour video of gameplay by myself. Holy crap I got carried away... but what can I say; overpowered frigates and mostly fighter fleets are fun.

27
Fan Media & Fiction / Re: Axiege Plays: Starfarer!
« on: November 14, 2012, 11:14:13 AM »
-snip-

I've found Hounds to be useful for anti-fighter/bomber work. They're ridiculously fast when you fit them with augmented engines, and not too flimsy with heavy armour. Nice for distracting the enemy away from your main-line ships with actual value as well. As far as fodder goes, they're the most useful.

28
Anti-pirate. Though that doesn't go for just fighting against the pirate factions. If they're going after a convoy, they're fair game.

Most likely I'll roll around with a large but fast wolfpack of strike ships, favouring long range and EMP/energy weapons.

I really hope that later on the game will allow me to join in an ongoing battle and choose whom to side with.

29
General Discussion / Re: Trading?
« on: November 13, 2012, 11:00:47 AM »
Speaking of trading... I have no idea how in depth the economy will get to be in the game, but it would be interesting if you had the ability to donate credits or items (ships/weapons/goods) to stations who are currently on the 'very poor' end of the spectrum to give them a boost.

War is good for business, after all.

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