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Messages - Toxcity

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Suggestions / Re: Radio chatter
« on: May 19, 2017, 10:11:16 AM »
The arguments against Voice Acting are here:

Even if you got random clips from people, they would have to be a certain quality even with the distortions. Otherwise SS would be another entry in the bad voice acting series of YouTube videos.

Suggestions / Re: Cargo and Fuel related mods/ship upgrades
« on: May 19, 2017, 10:08:43 AM »
Those ware from Ironclads iirc. Though they are a good idea for hullmods, so it makes sens that more than one mod implements them.

Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 19, 2017, 10:07:16 AM »
Bombs could use some sort of color change so they are more noticeable or some jets (like the Reaper got) to be more noticeable.

As for bombs being effective in some situations and useless in others, isn't that bombers working as intended?

General Discussion / Re: .8 feedback thread
« on: May 18, 2017, 11:57:26 AM »
If it is too weak Alex can just make the buff based on hullsize.

The system was never amazing vs. larger ships anyway, as they had the flux and/or firepower to disregard it. It was mostly a desperation option in those cases.

Damper not being amazing is okay since the ships that have it have some other advantages. Medium ballistics for brawler, hybrids for centurion, and fighters for Mora.

General Discussion / Re: .8 feedback thread
« on: May 18, 2017, 07:40:35 AM »
Maybe it could use a reduction in supplies a month/to deploy? When DF was 75% it being the same cost as a Tempest was okay, but with the Tempest buffs and DF nerfs it should probably be a bit cheaper.

Suggestions / Re: another close support small missile
« on: May 16, 2017, 06:51:55 PM »
Having infinite swarmers vs. a larger burst isn't much of a choice imo. The infinites would win 100% of the time. If only because it would be 150 flux-free 1000 range HE damage every few seconds.

Not really a fan. Ship systems and mounts are a major part of a ships balance. Doing this just destroys a bunch of potential future ship designs, and hurts ship identity a lot.

This would also just end up being heavily exploitated. Why would I ever use a Lasher when I could ballistic up a slot on the wolf for needler/phase lance spam. Or better yet a Tempest with a Mauler-Driver combo. Having more choice doesn't always = more decisons. To a new player it would look like that, but to anyone else, all the customization will culminate into a few dominant strategies.

Suggestions / Re: Salvage & Recovery takes time
« on: May 16, 2017, 06:13:53 AM »
I feel like those 3 bottom suggestions just raise the 'starting point' of when you can salvage. The mechanic was made so that the player has an easier time building their fleet.

Requiring a tug or salvage gantry could easily hurt a new player financially with their associated fuel costs. And requiring that you spend supplies and heavy machinery on recovering would do the same.

If I can ask, what is the end goal with these suggestions, because it just looks like it's making recovery hard for small fleets, and not really a problem for larger ones.

Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 08, 2017, 06:23:05 PM »
Any ETA on when we can expect 0.8.1a patch notes?

Mods / Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
« on: May 01, 2017, 10:17:56 PM »
Small thing, but it seems that none of the ships have any Autofit variants to go off of.

Mods / Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
« on: May 01, 2017, 10:17:41 PM »
Small thing, the Calm, Haze, and Vapor all have too many Autofit variants. Doesn't break anything just a bit strange. The Cirrus also has no Autofit variants available.

Mods / Re: (0.8a) Shadowyards Reconstruction Authority
« on: May 01, 2017, 10:13:40 PM »
Small thing, it seems that none of the ships have any Autofit variants to go off of.

How the hell do I open the music.bin?

It doesn't look like it's a calssical .bin file magic ISO can't covert it.

Just open it like you would an archive; with something like 7zip or Winrar.

Is there anyway to force a weapon to fire? I'm talking about a decorative weapon.

the sound file show hostile, neutral and friendly music for markets and encounters.
The market is self-explanatoriy - type of music playing when you visit the market depending on relation to faction

But encounter - is that a music that players ONLY when a fleet intercepts you (like cargo scan or asking you to activate transponder)?
Since that interaction only lasts a few seconds, is it even worth it to implement something like that? A few seconds of different music?

What about combat music WHILE fighting faction X?

Encounter music is only played when encountering another fleet. Their good for just breaking up the campaign music with something a bit different and/or getting you prepped for a fight. I don't think per-faction music is a thing. I am not 100% on that though.

General Discussion / Re: The Mora
« on: April 29, 2017, 07:07:01 PM »
The lack of the energy mount limits its strike/emp damage to missiles, which is fine by me.

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