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Messages - Midnight Kitsune

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2776
Suggestions / Re: Thoughts on Logistics.
« on: December 06, 2013, 07:42:39 AM »
I am surprised that no one has replied to this well thought out post! I agree that THIS would be a much better way to do the "over burdened" penalties and it makes more sense to me as well. Any Captain or Fleet Commander worth his salt isn't gonna be trying to be going at his full cruise speed with five hundred tons of stuff strapped to the outside of his ship unless he has a HSDF BIG reason to do so.

2777
Suggestions / Re: Hardcore, Arcade and 'Holodeck' modes.
« on: December 06, 2013, 07:23:51 AM »
The holodeck mode sounds alot like what the run simulation mode in the refit screen SHOULD be... There have been MANY times when I've wanted to see how the ship's setup works in conjunction with the rest of my fleet.

2778
Suggestions / Re: How to fix Capture, maybe?
« on: December 01, 2013, 02:31:39 PM »
I will also say +1 to this idea!

2779
General Discussion / Re: How to use Reaper torpedos - Fun video
« on: November 18, 2013, 01:23:53 PM »
Could someone explain just what the HELL happened there?

2780
Suggestions / Re: Boring "combat" skills
« on: November 18, 2013, 01:07:26 PM »
Alex has noted that the skills are not in their final state, need rebalancing/adjusting, and also that when you do hit level 10's part of the design philosophy is that you are supposed to be overpowered in comparison to the AI.  (Although if/when AI Admirals have levels that could change...)

With that being said, I think this is a great Idea.  I like the thought that your 'combat skills' have a larger impact on smaller crew (Hull? why give extra bonuses to high-tech ships) while your leadership and logistics skills have a larger impact on larger hulls (or more hulls, or more officers...); and your technical skills might be equal across all hull types and sizes.

Alex, while the OP's idea may not be implemented in the next few patches please consider it when you revisit character skills.
But at the same time I hope he make the cap ships much less "hanger queen-y," especially with them being much more rare in the final game. The last thing I want is the cap ships to lose their strengths and become something that is almost worthless.

2781
General Discussion / Re: Boarding quick-fix and angry rant
« on: November 15, 2013, 05:16:17 PM »
Well if you don't mind losing the chance to board a ship completely (IE you will NEVER get the chance to board one) one thing you could do is set the boarding chance modifier in the setting.json file (located here: ...\Starsector\starsector-core\data\config\settings.json) to zero. You can also set ow much the marines use in supplies here as well.

And I agree with you on boarding. I hate how we went from being able to pick and choose from a small group of ships that would grow with the size of the fleet after a single roll of a d20 for each ship to several rolls that many times can lead to you being crippled ESPCIALLY with CR now

2782
Mods / Re: [0.6.1a] Hiigaran Descendants v1.0.0
« on: November 10, 2013, 09:05:14 PM »
Yes, echosierraalpha can explain Homeworld's timeline even better than me.

Also... *throws pie in echosierraalpha's face*
*takes the pie for ESA*

2783
General Discussion / Re: Late for haloween, but i present the ghost ship!
« on: November 03, 2013, 09:43:22 AM »
Wow lucky and perfect timing!

2784
General Discussion / Re: Late for haloween, but i present the ghost ship!
« on: November 02, 2013, 01:14:15 PM »
I have to ask how the hell did you get it like that? Was it intentional or just a lucky bug?

2785
Suggestions / Re: Better Way to Save Supplies Needed
« on: November 02, 2013, 01:12:32 PM »
Hell, even a button to just stop CR regen would be nice. I don't understand why we have something that stops repairs but not CR regen...

2786
Suggestions / Re: 2 new Ship types
« on: November 01, 2013, 08:55:37 PM »
what i would like to see added would be some medium to large ships containing forward fixed weapon emplacements in the center of their hull up front with somewhat small aim angles so that you would have to fully face your enemies to hit with em

for example take the halo series and their MAC cannons most of em are in the middle of their ships and fire a single large shot (except for pillar of autumn which in the book series was capable of three smaller shots in a small burst) those ships i would love to see mainly because of the fun to be had launching kinetic shots that do heaps of shield damage along with a heap of forward facing missile pods XD.
Or hell, someone should just make a Halo mod! THAT would be interesting!

2787
General Discussion / Re: Can't move without dying?
« on: October 24, 2013, 03:19:47 PM »
Wait for a few in game days (holding shift doubles speed) near your starting planet, avoiding fights. A bunch of the pirates will splat against the SDF or Heg patrols, thinning their numbers. It should be much safer to hunt them then.
Yeah, I usually stay inside of the HSDF fleet by clicking in open space and then go after the remaining stragglers after the HSDF wipes the floor with them

2788
Mods / Re: [0.6.1a] Hiigaran Descendants v1.0.0
« on: October 22, 2013, 04:24:02 AM »
You actually made me wondering if HM3 will ever be made...

Slightly off-topic, but Gearbox has announced a HD remake of both games as well as making Shipbreakers a official Homeworld title.
What is Shipbreakers?

2789
General Discussion / Re: What is the best Hyperion loadout?
« on: October 20, 2013, 01:10:12 AM »
In my case, I put no points in the skill that gives armor hullmods.  I cannot add Heavy Armor if I do not have that hullmod unlocked.  (Even if I did, I still prefer perks and hullmods that enhance speed or firepower over tanking.)
How do you control it easily then? Do you just use turn to cursor and fly nothing but frigs?

2790
General Discussion / Re: What is the best Hyperion loadout?
« on: October 19, 2013, 01:14:18 PM »
How the HELL can people stand using the Hyperion without Heavy Armor and Goddess forbid Maneuvering Jets!?!

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