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Messages - DatonKallandor

Pages: 1 ... 6 7 [8] 9 10 ... 48
106
Suggestions / Re: Midline Capital Brainstorming
« on: October 29, 2020, 07:17:53 PM »
Only problem is targeting, shields and collision avoidance gets weird when you have ships with an extreme shape like that.

107
Suggestions / Re: Civilian Grade Hull and Militarized Subsystems
« on: October 28, 2020, 04:01:41 AM »
I use Militarized when it would save me from dropping a burn level. Otherwise I don't. It's a perfectly balanced hullmod, where it has plenty of equally valid alternatives but is still good.

108
Suggestions / Re: Midline Capital Brainstorming
« on: October 28, 2020, 03:58:47 AM »
Well if active flares an option for mid-line systems now, then clearly the most supporty Ship System is this:

Mine Strike, but you deploy bursts of active flares with it.

109
Nexerelin also has a "random faction relations" toggle because it wasn't hard enough to troubleshoot already.

110
Suggestions / Re: Transponder auto turn setting for core systems
« on: October 24, 2020, 11:50:39 AM »
Your transponder state doesn't matter before you jump into the system (for illegality), so why should it prompt you to activate at a point where turning it on is all downsides?

111
Suggestions / Re: Midline Capital Brainstorming
« on: October 24, 2020, 11:49:31 AM »
I like the idea of a very customizable triple large universal capital a lot. Kind of a "build it yourself" ship that fits into any role you need it to fit in, but sucks at everything else is perfect as the evolution of midline as the hyperspecialized theme.

112
I don't see how a script could be doable. There's just too much manual tweaking to be done. Missiles are too complex for blanket "if fire rate and damage equal X, set reload to Y" formulas.

As for SWP, I don't use that, so I haven't done a version for it. And even if I had, I can't put their files in my mod.

113
Suggestions / Re: Midline Capital Brainstorming
« on: October 23, 2020, 11:45:46 AM »
Some kind of fleet defense/interceptor carrier is probably the capital role that hasn't been filled. PD buffs (passive or through active system) and/or many flight decks with some method of incentivizing interceptor over bomber use.

Possibly a drone-swarm hive capital that sends out drone escorts to it's allies and interceptors after incoming strkecraft, but it'd be hard to make that fit the Midline fluff. I don't believe anything Midline has drones anymore, although they used to.

Slight off-topic though, I'd love to see a sub-capital proper broadside ship. And broadside torpedo mounts.

114
I don't think I've ever looked at the date. It's just not a meaningful or useful measure of anything.

My campaigns end after improving my fleet stops being something I have to work towards. Generally that tends to be when my colonies start racking in high six figures and I can produce ships.

When the only meaningful improvement to my fleets would be to just stuff more capital ships in there, I win, because continuation would just be a boring victory lap.

115
Suggestions / Re: Suggestion for eagle/falcon
« on: October 22, 2020, 12:55:52 PM »
They are already great though?

116
General Discussion / Re: Are low tech ships supposed to be the "lowest"?
« on: October 19, 2020, 04:33:41 AM »
Onslaughts are great. Dominators are great. Enforcers are great. Ballistics are better than energy. Etc.

Low-tech has ships that are great and ships that are awful, just like High-tech.

117
Missles are simply to weak to have any impact on shields/hull. Hivemind Orb launc is indeed super strong. But It isnt a regular/normal weapon.
The average sabotage/reaper seems to have no purpose. I would rather invest into more guns/vents.
All shield/amor/hull values are much bigger than in vanilla. But missile damage is the same.

So if missiles have no strike potential and no supression potential, for what purpose do you use them exactly? (outside of  Hivemind Orb)

If you think missiles don't have an impact you're probably firing them into functioning PD. PD actually does it's job in AO, so you either need to keep it busy with other targets, overwhelm it with massed missile strikes (that'll still lose 80% of their volley) or wait until damage/emp has disabled the PD and then launch your volleys. There's real strategy to missile use (except for Hive Orbs, but those legendary end-game weapons).

118
If everybody is high tech, then nobody is. The lore of starsector is post apocalypse. With technology being forgoten. If the majority of the sector are mega advanced high tech cults, it feel wrong to the story of starsector.

The trade factions fits perfectly into the game and I really like their adddition.

I wish the mod was available without the vampires/priests and all the high tech stuff flying around (nano bot missles and stealth void driver fighters).


Your mod making the combat more cinematic like in star wars is an amazing thing i really do enjoy.  ;)

I mean, it is a Total Conversion. That's the nice thing about TCs - they don't have to stick to the base game.

Other mods are far more egregious in that regard. Every other planet has an alpha core and never-before-seen 5th dimension supertech and they're supposed to slot into standard Starsector seamlessly.

119
What do you mean with 100% effiency? If my ship has 300 amor and I put another 300 amor on it via modul, halve the amor is gone after 3 hits from a small weapon ( 200 damage a hit) a random frigate fires.

Yeah that's not quite how armor works. First of all that damage would need to be a damage type that does full damage to armor. Then it'll get spread around the armor cells and many parts of the target will retain full or near full armor. And then there's the 5% rule on top of that, so any extra armor is going to significantly cut into the damage of weapons that deal damage in smaller packets, regardless of damage type, forever even if the armor is fully stripped.

120
General Discussion / Re: Current colony managemnt system
« on: October 14, 2020, 04:14:12 AM »
Yeah, while colonies producing a profit essentially immediately is fine, they grow and turn into competition for the core worlds way too quickly.

And obviously the instant and constant invasion fleets that mean you basically have to have huge starting capital to build up your military before you do anything else and the babysitting associated with that is the biggest issue.

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