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Starsector 0.97a is out! (02/02/24)

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Messages - DatonKallandor

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76
I know why forum moderation is important: Every good forum I've ever been a part of has moderation and the best ones have strict moderation and an entry fee to make pay attention to the rules. People on the internet do not self-moderate by and large, because anonymity + humans = ***.

77
Starsector is absolutely spaceship mount and blade - that's how you hook people! It's not a bad thing to make the comparison.

78
Blog Posts / Re: Writing Starsector
« on: January 11, 2021, 04:06:28 AM »
That sounds absolutely godawful. Story not only by committee, but story by disconnected writers with no interaction or common style. "If you don't like it, skip it" as game design. That's dystopian as hell.

79
I do agree that the early and midgame are over too quickly, and often because of a single lucky find of an ultra-expensive colony item acquired at no risk whatsoever. Strongly disagree with the license lock stuff to couneract it though. Keeping the items that are worth hundreds of thousands of credits behind missions, rep and most importantly combat is probably the solution. Because combat is the point of the game and the mechanic every other system feeds into.

Just have high-value items protected by combat either immediately (derelict guards, pirates trying to take it after you grab it, etc.) or very close to getting it (combat mission to get the item as a reward, a reputation that is raised through combat that leads to getting the item).

80
General Discussion / Re: Necessary 4X mechanics?
« on: December 29, 2020, 05:49:09 PM »
Don't think any of that is necessary. Starsector just isn't a 4X game. It'd have to be completely retooled to work as one that isn't janky.

81
Suggestions / Re: Suggestion to modify fragmentation damage type
« on: December 20, 2020, 05:25:02 PM »
You did bring a point to the front that is useful, because this:
I think the problem with fragmentation right now is that its tool tip displays damage backwards.

Is 100% true. Having to do math to compare DPS numbers between frag and non-frag weapons is a problem that's easily fixed.

82
Even if all of that were true, changing the skills would be a terrible solution, because it would affect all ships, not just the ones supposedly underpowered.

83
Suggestions / Re: Shield Stat Outliers
« on: December 20, 2020, 11:12:35 AM »
The Tarsus really doesn't need a defensive buff because it has burn drive, the best defensive system a freighter can possibly have.

84
Suggestions / Re: Suggestion to modify fragmentation damage type
« on: December 20, 2020, 11:07:25 AM »
There already is an anti-shield damage type. There's no reason to have two. If frag needed a modification at all I'd give it bonus damage to strikecraft and missiles.

85
I don't think I've ever seen crew requirement being a limiting factor for any strikecraft.

86
Suggestions / Re: Military refit for civilian ships
« on: December 17, 2020, 03:25:10 PM »
It seems the civilian hull skills in the upcoming version are so good, having a civilian hull on a ship is considered a buff, so I would hold off on calling for military versions of civilian ships.

87
General Discussion / Re: Lasher is disgusting
« on: December 15, 2020, 02:22:40 PM »
Bomb Bays haven't been an equippable weapon for a long time.

88
Suggestions / Re: Upgrade and loadout
« on: December 14, 2020, 03:06:47 AM »
You already do pay for it - when you change loadouts outside of stations, the ships lose CR. Supplies cost money.

89
Suggestions / Re: Ship cattegory predefined role in combat?
« on: December 13, 2020, 06:37:11 PM »
It's very intentionally not an RTS and your ships will not mindlessly obey a command to "go there" or "do that" without taking the situation into account. If you give a move command somewhere and there's enemies nearby, ships will try to get to there, but not at the cost of getting into trouble for it. Simliarily, giving an eliminate command isn't a kamikaze order - it'll make the ships more aggressive, but they don't turn their brains off.

90
The advice I received about the left bay was that the hull at the edge made it look too small for Starsector. Therefore, bringing it out to the edge and having it encompass a greater swath of the of the ship's side would help.

Strikecraft are still smaller in AO than vanilla (visually I mean) aren't they? That combined with the increased number of mounts and smaller large weapons makes AO ships look bigger anyway. Regular Starsector scale doesn't really apply, imo.

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