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Messages - mostmodest

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16
Mods / Re: BattleFarer Forever [v 0.3]
« on: September 17, 2013, 04:40:39 PM »
Most, you got me on Skype right?
Yeah mate

17
Mods / Re: BattleFarer Forever [v 0.3]
« on: September 17, 2013, 03:18:29 AM »
Hmm, no idea how to do it, but if you want to spend hours teaching me, I'm up for it.

18
Mods / Re: Fleet Control Mod (Developing new version for .6)
« on: September 17, 2013, 03:14:50 AM »
Why not get "nebula skimmers" where you can interact with dust clouds and enter a "battle map" where you just run through nebulae and collect gases to make supplies, similar to mining an asteroid. Basically, the ships would have some kind of huge "sail" to collect the gases and you can refine them to a product which would sell for a high price.
Or you could make it a raw product for making fuel, and you buy a refinery add-on to your station to convert the gas into fuel.

19
Modding / Re: Community Mod 2 (Framework Download Available)
« on: September 14, 2013, 08:25:32 PM »
I've got absolutely no coding expertise at all, but I could provide lore if you guys give me some stuff to work with.
I got a new laptop, so I don't have any notes on what I need to do. But yeah, drop me a lone for some lore-y stuff; and I you want someone to attempt to help with the coding, just show me how.

20
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 14, 2013, 06:16:25 PM »
Oh good grief. I go Camping for 2 days and what happens, i miss the release day   :'(. Bah oh well it was soooo worth the wait!
oh and side note, we broke the online record!

I went and searched for games to play on Steam to fill the time until this update...
I could have been playing this instead...  :-[

21
Suggestions / Re: A ccg.
« on: September 04, 2013, 05:58:20 AM »
So, Gothars, I'm going to expand on your idea of setting up a thread for the ccg and suggest a sub-board on the discussions forum for various "games", if I may.
Basically, this sub-board would be for the RPs and whatever else we could come up with, including this ccg. The ccg could involve a player PMing another player with a "battle request", the other player replies with an acceptance message and then a thread is made for their battle. Only 2 people can be involved in a battle, and other people who troll the gameplay by joining the battle uninvited will have a "refuse duel" state on them, meaning that they cannot accept/initiate duels for a period of time as determined by the moderator.

OT:
I love the sound of this. A ccg of Starsector would be great, and it's a bit of a shame it won't be commercial, but I can always play it on here once it gets made.
A question I have is how the "combat" will be conducted. Is it a simple matter of "damage = ATK - DEF", or is there going to be a more complicated style of
hit chance = weapon accuracy - dodge chance;
damage = weapon attack - ship defense;
missile hit chance = missile targeting - (dodge chance + PD);
etc.

Also, I think each turn should give the player an empty flux bar, assuming they didn't overload last turn. An overload would result in a delay of 1 turn while the ship vents, and the only stats that are effective are dodge chance and speed.
Each time a player posts in the duel thread (probably named Challenger Vs. Challenged, i.e "Mostmodest Vs. Phyrex"), they post all of their deployed cards according to the spoiler below, along with any status problems such as overload and disabled weapons.

Spoiler
[ship card] (ship status) [weapon cards] (weapons' statuses) [hullmod cards]
i.e: [Hound] (23HP, engines online) [Thumper] (Online) [Light Dual MG] (Online) [Improved Thrusters]
[close]

22
General Discussion / Re: Thank Goodness for Autofire
« on: August 30, 2013, 11:08:02 PM »
(Slightly off topic but if you picked up burnout paradise in the humble origin bundle it is possible to play that game with one hand you just need to rebind some keys.)

Well, I have no money, and I don't use Steam; so I was entertaining myself with flash games until I saw that Starsector could work for me. Now I'm over the moon and playing SS with renewed vigor.

23
General Discussion / Thank Goodness for Autofire
« on: August 29, 2013, 01:47:38 AM »
I broke my right arm the other day in a tragic bicycle accident, and I am reduced to playing boring WASD games...

Or so I thought!
Thanks to the wonderful creation that is autofire, I can still play Starsector and finally train myself in various piloting moves. I'd just like to thank Alex for putting in the autofire feature so that I can still play this amazing game.

24
Suggestions / Re: Sector Events
« on: August 12, 2013, 02:54:41 AM »
You mean like the events in Uomoz's Corvus mod?
(I.e., The Doctor, the Nomads, etc.)
Because it sounds like that's what you're describing; an event fleet that you can fight for rewards.

25
Discussions / Re: Ruin a Wish (forum game)
« on: August 09, 2013, 03:58:52 AM »
Granted. Whenever you see garden-variety peas, they converge and from a green vortex of green pea-ish goodness and nutrition.

I wish for the power to give anyone (including myself) superpowers.

26
Discussions / Re: Right in the feels! (Emotional...)
« on: July 31, 2013, 07:00:54 AM »
CLANNAD feels, do not open if you don't want the plot spoiled.

Spoiler
[close]

27
Discussions / Re: Ruin a Wish (forum game)
« on: July 31, 2013, 06:50:36 AM »
Granted. You no longer have to reinstall Office because you can no longer reinstall Windows. Unfortunately, you also can't Upgrade windows to the latest version. Enjoy being decades behind in technology... ;D

I wish scientists to finally develop a ship capable of inter-planetary travel.

28
Blog Posts / Re: Hyperspace
« on: July 31, 2013, 02:44:46 AM »
I like the idea of a hullmod that allows slow movement if out of fuel. It would be expensive in OP and not something that is automatically tossed on, like an ITU. The Bussard Ramjet or a Solar Sail springs to mind.

there should be a hullmod that allow you to burn your personnel into fuel !
...
What ?! i dont care about those monkeys, my ship is more important. Decompose them into atoms and make fuel with it  ;D

As much as I enjoy 40k, edited for content, per forum rules -Alex
WH40K anyone?
(caution, picture contains coarse language and may disturb some heretics readers)

29
Suggestions / Re: "Hacking"
« on: July 07, 2013, 07:58:45 PM »
I like this idea. maybe have it one of the dialogue options when you first interact with a fleet? fight/trade/hack/run etc. if you choose hack then you've got various options as far as disabling their engines if you're running or lowering their shield efficiency or something

There could be a split hack menu in the dialogue options when you encounter a fleet.
Click "Hack" as one of the dialogue options.
Choose "Combat Hacks", "Escape Hacks" or "Other" (Better names in game, ofc)
In "Combat Hacks", there would be various options to decrease their combat proficiencies; such as "Lower Shield Efficiency", "Reduce Accuracy", "Reduce Vent Speed", "Reduce Flux Capacity", "Reduce System Effectiveness" (Reduce drone # by 10%, increase cooldown time for other systems) etc.
In "Escape Hacks", there would be various options to increase escape chances; such as "Lower Top Speed", "Lower Acceleration", "Lower Weapons Range", etc.
In "Other", there would be various options to reduce the fleet's other stats; such as "Lower CR", "Reduce LR", "Impede Engine Capabilities", "Reduce Supply effectiveness" (increase supply use rate), etc.

But that's just one idea. The whole premise of hacking could be used in many other ways; such as temporarily disabling a ship in battle, controlling a ship for a limited time in battle (get ships with hacking as a system which have a 10% chance to override controls on an enemy ship in battle), etc.

30
Mods / Re: BattleFarer Forever [v 0.3]
« on: July 02, 2013, 05:12:00 AM »
SilverWingedSeraph = Ship sprites
Machine = Some absolutely wonderful ship sprites and for two new factions
Doogie = Ship sprites
STARSTRUCK = Ship sprites
Bad Boy = Ship sprites

As well as others, as I believe. Sprog can back me up on this.

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