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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - DatonKallandor

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General Discussion / Re: Do you have a preferred flagship role?
« on: June 22, 2021, 08:36:24 AM »
Fast Response, usually frigate or destroyer sized. Something that can swing whatever part of the battle it happens to be in in my favor rapidly and then move to the next part of the battle. Not a capital since those tend to be too slow and the battle revolves around them rather than going to where they're needed.

That's a good point. I forgot about the thread title.

The +1 industry skill is permanent, so you can't respec out of it.

There's plenty of story point sinks already, there's no reason to make skills arbitrarily cost more.

Really cool skill ideas. I especially like locking the big hullmods away behind high tier skills/elites. Through-shield-armor damage should be alright, since it'll primarily benefit small low damage per shot missiles anyway and those need the help. I assume the extra damage is armor-only like the new Breach SRMs?

And i still want sometimes to get ships out of surrounding situations. Especially since i tend to use only one other ship besides of my flagship. I actually don't even do nor like micromanagement and i like even, that the AI thinks for itself so good. I rarely use more than 2 of my command points during large battles. But sometimes i see, that my Radiant is in a possibly dangerous situation and i want to have it out of there.

Here at 13:35 i have to use this trick because the small remnant ships in masses tend to ablate too much hull.

All this shows is that direct retreat probably shouldn't be cancellable because you can abuse it to micro ships in ways you are not supposed to. The reason your ship is getting swarmed is because it has no escorts - the solution is adding escorts, not letting the player micro more.

Personally I don't think 50% is a good number for missile capacity increases. I think it's much cleaner to use 100%, because then the player knows exactly how many missiles they'll get without having to do rounding and knowing how 50% interacts with stuff like single missiles.

Also, the missile capacity part of missile spec always felt like a band-aid to fix the limited ammo nature of missiles in vanilla anyway - I don't think it's even necessary for AO. Something uniquely AO like "reduced flux cost of missiles" would be more interesting.

That's because telling a ship to move back to vent is way too fiddly and there's a reason there's no command for it. You're not supposed to do that. You are not supposed to micro your ships - they are not braindead starcraft units that follow your every command and nothing else.

I really like the reworked Field Repairs. Putting the d-mod removal behind the elite is a great way to let people choose if they want to run with lots of d-mods or no d-mods.

Suggestions / Re: justify why people arent using the [redacted]
« on: June 09, 2021, 05:04:10 AM »
The sector is carefully balanced on the knife edge of trying to find a way of reactivating the gates and a hardcore luddic "technology bad" attitude.

You need high-level AI to design the technology that could maybe re-open the gates, but you also don't know if you want to reopen the gates at all, there's been several devastating AI Wars and the biggest government entity has strong luddic church influence stopping it from doing too much technological research.

It makes a lot of sense that nobody has managed to reactivate a gate before, especially when you also remember that the sector tech level has been going down, not up. The opportunity for the people in it to invent a solution has been slipping further and further away for generations.

Zero-Flux speed boost works differently in Archean Order anyway, so that's not really an issue. Both because it's not a 0-flux speed boost and also because there's lots of options for no-flux weaponry.

General Discussion / Re: Balance is WAAAY off
« on: June 07, 2021, 04:27:36 AM »
In this particualy case, I equipped my fleet for REDACTED hunting - resistant flux conduits, solar shielding, hardened shields, stabilized shield (where it pays off), ernegy absorbers (non-vanilla) ... and lots of kinetics and EMP.

The specific weapon in question is the Ion Nova Cannon .. does 1000 energy and 3000 emp in an AOE, (proxmity fuse, around 300 range?), looooong re-charge time. I also had other EMP weapons. Since AI has all elite skills, it means it also has insanely boosted EMP resistance. Whatever vulnerability the REDACTED are supposed to have, it feels like it's not there.

So you're playing with mods, which makes any and all balance feedback utterly useless.

Maybe tac lasers just aren't good PD no matter how much you try and make them and people should just accept that instead of trying to make them into PD.

I wonder how hyperspace works. I think that there's one fitting explanation, that unlike real space, hyperspace expands near gravity wells and contracts in empty space.

That has always been my assumption.

Suggestions / Re: Add more warcrimes
« on: June 04, 2021, 03:35:05 AM »
Keep this *** in Rimworld and out of good games like Starsector.

Suggestions / Re: Ballistic Fighter Flares
« on: June 04, 2021, 03:33:48 AM »
Maybe fighter flares should just get renamed to something more high-tech sounding. "Decoys" maybe? There's already flares in the game that look different, act different and have a different job.

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