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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - DatonKallandor

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Suggestions / Re: Make Missile Autoforge Great Again
« on: March 14, 2021, 10:51:31 AM »
Both extra missile ammo and fast missile racks have extremely unbalance and unituitive effects because missile refire rates are essentually instant for almost all missiles. So extra ammo turns into extra burst damage, which is obviously incredibly hard to balance because it just lets you delete ships. And FMR is basically useless for almost all missiles because they fire near-instantly after each other anyway.

The way to help new players learn that salvaging ships you don't plan on using isn't to make them worth more to sell - it's to make them *unsellable*.

Suggestions / Re: Storm Needler Brainstorming
« on: March 11, 2021, 03:25:24 AM »
Clips were a really great balance lever that was removed too hastily and would really help balance out stuff like the Storm Needler.

Suggestions / Re: (Ship mounted) Atropos buffs
« on: March 09, 2021, 06:13:51 AM »
Remove Harpoons, make Atropos the guided strike option.

General Discussion / Re: How do we balance fighter spam?
« on: March 06, 2021, 05:26:39 AM »
If you're dead set on that playstyle, a simple automatic retreat mod will make the game more fun for you (it's a mod I'd recommend to everyone anyway). But there's really no reason to align the entire game around that one playstyle.

The difference between Pulse Beams and Pulse Lasers is that Lasers make decent anti-frigate weapons on account of not being beams (because beams can't build hard flux) and having higher range and dps. The OP difference does seem too big though.

Suggestions / Re: Fighter Range Mechanics
« on: March 01, 2021, 04:41:15 AM »
I think if a range modifier was needed (and I don't think it's the solution), basing it on ship speed would be more appropriate than hull size. Fast carriers should be short ranged, because chasing them is annoying. Slow carriers needs to be long ranged, because they can't get away once caught.

I think if you have 6 Astrals, you've won the game anyway, no matter what you put on them.

General Discussion / Re: Is this game dead?
« on: February 22, 2021, 04:30:05 AM »
No, that was not what I was saying, Star Citizen is a prime example of why mountains of money doesn't make a project go any faster, following on from my previous question, is it completely out of Chris Roberts hands to speed up development of his game? Or is there something he could do to improve the development process?

Well in that specific case the way to make Chris Roberts speed up development is to fire Chris Roberts, because he's the problem.

But in general, the important thing to keep in mind is "9 women can't make a baby in 1 month". Throwing more dev-hours at a problem does not mean it gets solved faster. Not to mention the cost of even one extra developer is a *lot* and you've already bought starsector, so where is that money supposed to come from? There's no extra revenue stream, DLC or MTX. We already paid, got a (extremely fun) game. Hell we got several extremely fun games, with every new version being the equivalent of a sequel or expansion pack. Everything else is bonus.

Suggestions / Re: Option for shift in combat to be a toggle
« on: February 21, 2021, 03:42:27 AM »
Yeah having the rotation behaviour as a toggle would be nice.

Suggestions / Re: Why are all Pirates a single faction?
« on: February 03, 2021, 06:55:05 PM »
Somebody bombing planets is their problem, faction or not. It doesn't matter if you're "independent", you live in the place this weird newcomer is burning to the ground. Of course you'd try to stop him, even if only for self-preservation. Indies getting mad at genocide is perfectly legitimate.

Suggestions / Re: More Obvious Planets on The Map
« on: February 02, 2021, 07:45:36 AM »
Is that with mods? I've never seen a planet anywhere close to that small.

Suggestions / Re: Slower progression
« on: February 01, 2021, 04:05:43 AM »
While I agree the progression is too fast, colonies being profitable from the start is a good thing and the explicit intention of colonies. They're supposed to provide steady, but low, income immediately.

They already require far too much babysitting, increasing that would the opposite of what's required.

Suggestions / Re: about missiles
« on: January 30, 2021, 07:07:36 AM »
Regenerating missiles would basically turn them into fighter equivalents, which is more like weapons we already have.

Having actually tried it - it really wouldn't. But this topic has been trod a lot and there's really nothing new to say on it. Alex likes non-regenerating missiles and that's what we're stuck with.

Suggestions / Re: Carrier CR affects strikecraft performance
« on: January 26, 2021, 06:40:05 AM »
At that point the carrier reinforcement rate is busted anyway, so there's really no need to punish the strikecraft even more.

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