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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - TrashMan

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16
Suggestions / Mission/battle variety?
« on: May 13, 2019, 01:33:17 AM »
A thought occurred to me - would it be possible to trigger specific battles/missions, with specific objectives and multiple sides?
Not sure if this goes into modding question because it's applicable to everything.

I am also thinking of factions giving you some more specific missions (with comissions), like:
- protect ship X (allied) against enemies (battle in progress)
- escort fleet/convoy to destination
- Infiltration (bring X marines to specific planet)

17
Suggestions / Retro thrusters?
« on: May 13, 2019, 01:23:01 AM »
Mostly a visual thing, I know, but they look purdy.

All they would be is engines pointing in the opposite direction and only fired when going backwards. You can already add engines and point them any way you want, all it would take it a slight re-work of the code that handles engine plumes (to only activate the rear ones when going forwards an to active the front ones when going backwards.)

18
General Discussion / Lack of Fighter Control
« on: January 08, 2019, 01:30:46 AM »
Does anyone feel like the player as a fleet commander and carrier captain has far too little control over your own fighter wings?

Ever since they were changed, players lost the ability to control individual fighter wings, instead we give general orders to the carrier, which frankly sucks.

If I have a carrier with 4 wings of interceptors and I want to split those wings to escort/defend 4 different ships...I can't. The palyer has no fine control at all. It is infuriating.

19
General Discussion / Are 5 weapon groups enough?
« on: December 28, 2018, 01:48:57 AM »
Honestly, it often feel like too little, especially on bigger ships.

Depending on how weapon mounts are positioned and their types, 5 simply isn't enough to make effective use of the firepower a ship has. I often find myself having to change weapons or group weapons I don't really want to, simply because I have no slots left.

I know the main issue is readability, but I don't see an issue.
Do you really need a detail list of all guns the ship you put together? You already know it, and the ammo and weapon counter really only matters for the weapon group you are currently controlling... and missiles, but missiles are almost never on auto-fire anyway.
Basically, non-active weapon groups can easily be collapsed (weapon count and average ammo is more than enough) or ommited entirely.

20
Modding / Editing .csv files
« on: December 21, 2018, 12:01:46 PM »
What are you guys using?

I was first using Notepad++, but despite it being a great program, it's nto suited fopr .csv.

Then I started using Excell, which does the Import bit great ... but it sucks at exporting, since it doesn't give me any option to set same formating (can't select semicolon as delimiter, nor " to encapsulate blocks of data), so I have to do a lot of hand fixing.

21
General Discussion / Flying trough hyperspace
« on: December 21, 2018, 10:34:38 AM »
I hate it.

Nebulas/storm clouds are not shown on the big map so you cannot plan your route since you cannot zoom out far enough, and a route that looks like it takes you around may trap you in the middle of a giant sea of hyperspace storms.

It doesn't help that when burning your fleet has NO turning whatsoever and you can't even avoid most of them, so you have to constantly stop and burn, stop and burn.

22
General Discussion / Forwad and reverse speed is the the same on all ships
« on: December 12, 2018, 02:57:20 AM »
Yet they have clearly visible rear thrusters and no retros.

For diversity sake (different designs and ship performance), wouldn't it be better to specify rear speed separately?

23
Suggestions / Increase planetary stocks
« on: December 11, 2018, 10:27:46 AM »
Honestly, why does a planetary market only hold a measly 1000 units of items.

This makes it a chore to supply a large fleet, as just to stock u on supplies and fuel for a long expedition, you need to visit several colonies.
It's also impossible to do bulk trading, because you can't really fill up your megafreighters. Whats' the point o them existing?

24
Suggestions / Re-working command points and fleet command
« on: December 11, 2018, 03:01:43 AM »
It takes time to give order and time for them to get executed. Neither can you give 20 orders at the same time (which you can do in a game if you pause). However, this is easily solved by implementing two very simple systems:
1) latency
2) order que

Basically it takes a few seconds (depending on factors) for the ship to start executing the order you are giving. This simulates the chain of command, communication latency, etc..
And order are executed in orders they are given. So even if you pause time and order Carrier A to attack, frigates B and C to fall back, once you unpause they won't immediately jump to.
first the carrier will recieve it's orders (that itself you should take 1-2 seconds at least) after which it will start executing it after 2-3 seconds
Once the carrier gets it's order, the frigates will recieve theirs.
So, the timline:

0 seconds - start, orders given in command interface, game unpaused
2 seconds - carrier gets orders
4 seconds - frigate A gets orders, carrier begins executing
6 seconds - frigate B gets orders, frigate A begins executing
8 seconds - frigate B begins execuing

If you ordered frigate A and B together as a group in the interface, then they will count as one (so both will act on 6 seconds)

Basically this simulates you verbally giving orders, like you are a captain, sitting in your chair and going:
"Comms, instruct the carrier Vengance to push the attack on the enemy destroyer! Tell frigate group 1 to pull back!"

Then your comms officer will relay those orders and then the ship captains would implement them

25
General Discussion / Ship costs and bounties
« on: December 05, 2018, 02:14:32 AM »
Considering the bounties and rewards, 20000 for a frigate seems like pocket change. Am I the only one thinking the ship prices should be increased?

And another thing - the range of available bounties. As the game goes on it scales REALLY fast and simpler/smaller bounties dissapear. Why? There should always be a range of bounties available.

If you spend the first few moths probing and then go into bounty hunting, the only bounties that appear are entire fleets of high-level ships. The pirates and deserters have better fleets than the actual factions. Seriously.

26
General Discussion / Economy and population system problems
« on: December 04, 2018, 12:34:03 AM »
You have a colony of 10000 people and a colony of 1000000000 people - building infrastrucutre for both costs the same and takes the same.
Building 100000 factories and building 10 factories is the same. It is simply assumed that population = industrial output, which also means that it's impossible to have high population and weak industry.

It would be better that either the prices and build time scales with population OR even better, that there aren't singular buildings you build, but rather the industry expands like population does.
So it's not just Farming, but Farming 1, Farming 2, Farming 3 ... etc all they way up to 100. (and basically acts as production percentage)

Once you start building any industry it slowly grows (so starts with Farming 1), but you can focus on expanding one which accelerates the process

27
Modding / Help a guy make hullmods/systems
« on: November 30, 2018, 03:11:56 AM »
I'm trying to make several things and I need assistance.

1) Hullmod that increases repair speed of all ships in fleet (or supplies used for repair) for a dedicated repair ship.
I can make this for a single ship, but I have NO idea how to it for a fleet. Suggestions?

2) Hullmod that reduces the OP cost of a specific fighter

3) Shipsystem that vents flux on activation, but all flux is directed forward, for a big reverse speed boost. Reduces CR

28
General Discussion / Balance, skills and general musings
« on: November 28, 2018, 01:45:41 AM »
So I ran into several Starsecotr discussion on various boards...here are a few interesting quotes


Quote
Problem is the game is balanced around you not instantly having lvl 100. I don't want it to be easy and i don't want my ships to magically have stronger guns, faster bullets and faster engines than 90% of the AI ships in the game, but i also don't want my bullets to be magically slower than a random other ship i run into.

Rather all ships and weapons just have their stats set, with no skill ***. AI commanders should only improve through their AI, maybe as they level up giving them less errors per minute, and you pick whether to increase aggression, defensiveness, etc each level up.

Quote
The trees should be tracked independently so you aren't forced to give up one tree for another.  You could get combat xp based on how much you fight while in control of a ship, logistics from commanding or doing *** with the fleet, science from fighting remnants and surveying ruins, and production from trading, salvaging, and managing colonies.

Quote
the skill system is a pile of hot steamy garbage that pollutes the rest of the game. No rerolling, optimal choices, and gating gameplay with skills… combat skills that make the game easy in the short term, but that you should ignore in the long term if you plan to scale up your operation, plus a hard cap instead of a soft cap in a system that is already way less flexible than mount and blade. Instead of encouraging player knowledge of the different ships capabilities, you have the same ships with wildly different capabilities depending on the random skills you or npcs have, and finding the best way to cheese everything though abuse of those skills. Instead of the freedom to decide "im bored of this profession, it's time to do something else in my 40 hour playthough" you're told "nah restart if you don't want those skills anymore and want to try something else", it's lazy game design to try to draw out your playtime. Spaceship games with flexible fleet compositions should always be skillpoint free or have respecs.

The game was better before they added that ***. Why do devs always have to ruin their game with pointless garbage.

Quote
The game really needs an "Era" system where the main factions fight eachother for a while and then after consolidate start expanding to the random generated planet systems, colonizing also needs to be waaay more expensive, you can set up a money machine very early and get 300k+ per month with no risk at all. Honestly I won`t be doing more runs with my own faction anymore it makes the game too easy

Quote
Why is this game so… boring? I was excited at the idea of colonies and AI ships not always conforming to two-three loadouts but the colony management is flash game tier and you're still going to see the same few ships again, and again and again. The diplomacy is non existent, the ai still can't take over a system from what I've seen and there's absolutely no life to the world. No comm chatter, no nothing. Just the same few snippets that pop up every now and then (((muh diggle reference Xd))). But the broken ***? Dear God. Trade in your own colony and pay tariffs, take resources from said colonies and pay 50x their value come end of month. Have said colonies absolutely decked out in every way possible and their fleets still use ramshackle *** instead of those supposedly hard earned unlocked ships. The hell?

DISCUSS


29
Modding / An example is worth a thusand pictures
« on: November 26, 2018, 05:25:54 AM »
There is no better tutorial than an example.

ATM I know of only one mod that provided the full source - uncompiled files - and that was the Majorate. And it's not updated.

What I'm asking, is there anywhere where I can get example files for a faction mod. All the core files necessary - system generation, integration, etc.. Uncompiled of course. .json files are easy, I'm interested in whats in the .java files

30
General Discussion / Logistics tree almost usesless for non-carier fleets
« on: November 26, 2018, 01:33:20 AM »
Seriously, why aren't there any skills for non-carriers?

The entire combat tree is for a single ship.
The logistics tree has 4 fighter/carrier skills, and no skills for combat ships. Perhaps something like Fast Attack that boosts small ships (frigates/gunships) and Capital Tactics (boosting big capital ships)?

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