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Topics - SCC

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16
When I start Starsector on Linux Mint with Cinnamon desktop environment, it will do its best do ignore all screens but the first one. Starsector will pop up there and it cannot be dragged to any other screen. If I disable the first display, Starsector boot menu will show up in the desired screen, but the game will only consider resolutions from the first display. If I re-enable the first display after I start Starsector proper, both screens will now display the same thing, Starsector at first screen's resolution. The only solution seems to swap the cables around so that the desired screen shows up as the first screen in the screen settings.
I'm new to linux, so I don't know how much of these issues is Starsector, Mint and Cinnamon.

17
Reading complaints about various skills, I think one of the common ones is that it's kind of pointless to get combat skills, when you have officers. I think this is actually a valid point. Officers are common enough (the baseline number is 8) that actually the majority of your fleet's DP will be boosted with officers, barring some unconventional tactics that use Support Doctrine, Derelict Operations or both. It's simply pedestrian to fight with and against officered ships, and they are less buffs applied to specific ships, but the average, with some ships missing out on officers and performing subpar. This would be fine if you invested many points into the leadership skill tree and fought Hegemony, but you start with many officers and every factions fields lots of them, as if everyone put a couple of skill points into leadership before the game even begun.

Another factor is mercenaries, which allow you to get even more officers, but it's not an option that seems to have much use. Unless you are fine with spending story points on obtaining any random buff to your ships, it can be tedious to go searching through all the colonies, looking for a mercenary that combines skills you want with a fitting personality. However, NPCs use lots of mercenaries, since they don't care if they're a bad fit, don't have to pay anything for them and don't have to spend time to acquire and resources to retain them.

I would prefer the number of starting officers to go back down to 4, and one of the leadership skills could be replaced with a one that gives you two more officers, in addition to the current skill that does that. While this would increase the number of officer skills in the leadership tree, I can't think of a better solution. Skills that gave more officers being distributed in other skill trees would be a solution, but it might not fit them, when they have no skill slots to spare, or if it simply doesn't fit the theme. Fewer officers by default would increase the relative value of other playstyles (such as focusing on buffing all ships with things like Flux Regulations, or more flagship-centric ones), encouraging players to try them out by being less apparently suboptimal. Also, Support Doctrine might potentially be talked about outside of the Support Doctrine-Derelict Operations combo.

19
All your ships have plenty of nanoforges, but you have to find this totally special standalone nanoforge, if you want to boost your planet's industrial output. Actually, they're two different kinds of things, the game just refers to them with a single name. I kinda miss ships having "autofactories" (autofacs for short) instead.

20
I also think it would be neat, lorewise, to have a shipyard company that started building ships and never really stopped doing it. You could also show the evolution of the logo, how the attitudes changed with time.

21
Suggestions / Make toxic worlds with organics more common
« on: August 19, 2022, 09:31:25 AM »
Just read this thread. In my own experience, toxic worlds with organics are very rare. I really doubt it would hurt the habitables, were toxic worlds with organics made to be more common than they are currently. If organics are hydrocarbons, then just look at Titan. Surface temperature of about 200 degrees less than Earth, yet it has entire methane lakes. And water-ammonia volcanoes.

22
Suggestions / Strafing AI
« on: August 13, 2022, 08:04:30 AM »
Strafing is the act of moving sideways in a video game relative to the player's forward direction. Strafing allows a player to keep the camera focused on a target such as an enemy, while moving in a different direction.

Circle strafing
Circle strafing is the technique of moving around an opponent in a circle while facing them. Circle strafing allows a player to fire continuously at an opponent while evading their attacks. Circle strafing is most useful in close-quarters combat where the apparent motion of the circle strafing player is much greater than that of their stationary enemy, and thus the chance of making the enemy lose track of their target is higher and/or the enemy is required to lead the target when firing.

Somebody should tell that to phase AI, I think.

23
Suggestions / A change to how size 3 and 4 colonies work
« on: August 06, 2022, 08:59:28 AM »
Instead of making planetfall a permanent colony immediately, the player should be allowed to set up a colony in orbit of the planet that's not permament. Stations Temporary colonies should be identical to planetary permanent colonies, except for a few things: they would be incapable of growing larger than size 4, making it easy to create temporary colonies that don't accidentally become permanent, without the hassle of periodically dismantling it. The downside could be +25% hazard, some reduction to income, slower growth or having to get a couple thousand metal while setting up the colony.

And besides better control, the other benefit to making station temporary colonies should be the ability to migrate them to other planets at a cost. Maybe 25% of the value of all the buildings (except for those that can't function on the new planet) and losing all your growth bar, but not the size. Something like this can already be done in the current game (make a new colony, dismantle all buildings in the old colony, take all your stuff from the old colony, abandon it, fly to the new colony, put all your stuff there and build all the buildings), but it's just a massive hassle. Giving the player a convenient, even if not necessarily cheap, way of moving their colonies encourages colonising earlier than after you have explored half (or 3/4, or the entirety) of the map.

24
Suggestions / Flag individual ships for receiving skill effects
« on: August 01, 2022, 06:01:08 AM »
I think it might be more intuitive for some people and generally useful to all, if skill effects could be selectively applied or unapplied. Ideally it would let you choose which skills should apply to which ships as well.

25
Suggestions / Make Mild Climate guaranted for Terran planets
« on: January 16, 2022, 03:41:31 AM »
"Better" planets are rarely more desirable, with the majority of their value coming from conditions and their lack. It would be nice if terran planets, best planets, got a guaranteed -50% hazard. It won't make them always better, but it will make them more desirable.

Btw - are terran-eccentric planets better than arid, tundra, water or jungle planets, or at the same tier? Terran-eccentric is the rarest planet type in my games very often, rarer than regular terran planets.

26
General Discussion / Starsector Glossary
« on: January 15, 2022, 12:09:20 PM »
Q: Wait, this isn't in the alphabetical order! What do I do?
A: Hit Ctrl+F and let the computer search for you.

Starsector glossary:
   General:
      FF - Frigate
      DD - Destroyer
      CC - Console Commands mod (yes, there isn't really any agreed cruiser abbreviation)
      BC - Battlecruiser
      BB - Battleship

      CP - Command Points
      CR - Crew Readiness
      PPT - Peak Performance Time
      PD - Point Defence (both the skill and the category of weapons)

      LT - Low-tech
      ML - Midline
      HT - High-tech
   
   Factions:
      Heg - Hegemony
      PL - Persean League
      TT - Tri-Tachyon
      LC - Luddic Church
      LP - Luddic Path
      SD - Sindrian Diktat
      Indies - Independents
      
   Skills:
      Helmsmanship has no common abbreviation to my knowledge.
      CE - Combat Endurance.
      IM - Impact Mitigation
      DC - Damage Control
      FM - Field Modulation (rarely used)
      PD - Point Defence (both the skill and the category of weapons)
      TA - Target Analysis
      BM - Ballistic Mastery
      SE - Systems Expertise
      MS - Missile Specialisation
      
      Tactical Drills has no common abbreviation, even if we have the initialism of TD.
      CM - Coordinated Manoeuvres
      WT - Wolfpack Tactics
      CT - Crew Training
      Fighter Uplink has no common abbreviation, even if we have the initialism of FU.
      Carrier Group has no common abbreviation, even if we have the initialism of CG.
      Officer Training has no common abbreviation, even if we have the initialism of OT.
      Officer Management has no common abbreviation, even if we have the initialism of OM.
      BotB - Best of the Best.
      SD - Support Doctrine
      
      Nav - Navigation
      Sensors has no common abbreviation.
      GI - Gunnery Implants
      EWM - Energy Weapons Mastery
      EW - Electronic Warfare
      Flux Regulations has no common abbreviation.
      Cybernetic Augmentation has no common abbreviation.
      NL - Neural Link
      AS - Automated Ships
      
      Bulk Transport has no common abbreviation, even if we have the initialism of BT.
      Salvaging has no common abbreviation.
      Field Repairs has no common abbreviation.
      OE - Ordnance Expertise
      PA - Polarised Armour
      Containment Procedures has no common abbreviation.
      Makeshift Equipment has no common abbreviation, even if we have the initialism of ME.
      Industrial Planning has no common abbreviation, even if we have the initialism of IP.
      Derelict Operations has no common abbreviation, even if we have the initialism of DO.
      Hull Restoration has no common abbreviation, even if we have the initialism of HR.
      
   Weapons:
      LAC - Light Autocannon
      LDAC, DLAC - Light Double Autocannon
      LAG - Light Assault Gun.
      HAC - Heavy Autocannon
      ACG - Assault Chaingun
      HVD - Hypervelocity Driver
      HAG - Haephestus Assault Gun
      
      AMB - Anti-matter Blaster
      PDL - PD Laser
      LRPD - Long Ranged PD Laser
      BPDL - Burst PD Laser
      HB - Heavy Blaster
      HIL - High Intensity Laser
      TL - Tachyon Lance
      APL - Autopulse Laser
      PC - Plasma Cannon
      
   Hullmods:
      SO - Safety Overrides (it's probably the most common abbreviation)
      AO - Advanced Optics
      ADF - Augmented Drive Field
      ATC - Advanced Targeting Core
      AWM - Armoured Weapon Mounts
      ARU - Automated Repair Unit
      BF - Ballistic Rangefinder
      CH - Converted Hangar
      DTC - Dedicated Targeting Core
      EDC - Expanded Deck Crew
      EO - Efficiency Overhaul
      Big Mags - Expanded Magazines
      EMR - Expanded Missile Racks
      IAM - Ill-Advised Modification
      MS - Militarised Subsystems
      MSG - Makeshift Shield Generator
      HBI - Heavy Ballistics Integration
      HS - Hardened Shields
      HSS - Hardened Subsystems
      HA - Heavy Armour
      HSA - High Scatter Amplifier
      IEA - Insulated Engine Assembly
      IPDAI - Integrated Point Defence AI
      ITU - Integrated Targeting Unit
      RBH - Reinforced Bulkheads
      SO - Safety Overrides
      RFC - Reinforced Flux Conduits
      UI - Unstable Injector
      

27
Bug Reports & Support / [0.95.1a] Losing hullmods when respeccing
« on: January 12, 2022, 11:43:52 AM »
Someone on Discord noticed that he cannot find Stabilised Shields anywhere and has lost them, even though he knew the hullmod previously. Supposedly the culprit is the skill, Field Modulation. Yendorc then tested it twice and once he kept the hullmod, once he lost it.

28
Bug Reports & Support / [0.95.1a] Projectiles can spawn inside your ship
« on: January 11, 2022, 01:52:00 PM »
Step 1: get a Tempest
Step 2: fight a Wolf with a Heavy Blaster, hugging it to push it
Step 3: your shield gets magically bypassed somehow

29
Suggestions / Hacking Nav Buoy to slow down enemy fleets
« on: January 11, 2022, 01:14:01 PM »
It would be cool to be able to hack Nav Buoys and slow enemy fleets, even if only by a single burn level. We can already hack sensor arrays either to our benefit or enemy's detriment, it would be nice to have such a choice for nav buoys as well.

30
Suggestions / Stop player fleet from disengaging on its own
« on: January 09, 2022, 11:49:55 AM »
I just fought a fleet of a couple of frigates, Mules and a Venture with just two Tempests. One of them died, then the other ran out of CR, so I chose to retreat to re-engage. Except the game determined that this means I want to run away, which I didn't, and I didn't get an option to recover my Tempest. I'm almost certain that when my fleet consists of two cruisers, five destroyers, five frigates and a dozen logistic ships, destroying one frigate is enough for enemy to make me incapable of pursuing them. It was very unpleasant to discover that the game decided for me that I want to run away when I didn't.

If for whatever the reason this is working as intended, then I would at least like to know in advance if I will be unable to salvage after the battle.

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