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Messages - TheDTYP

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121
Mods / Re: Mission Pack 0.36 (29 Missions!) (Starsector 0.65.2a)
« on: March 23, 2015, 07:07:18 PM »
Wow, now I really want to make my own missions... You've inspired me... problem is I just have zero modding experience and have no idea how to use the Mission Maker. This probably isn't the best place to ask for help, but if anyone feels like it, a pm telling me how to use this stuff definitely wouldn't go amiss.

122
Suggestions / Various (hopefully realistic) suggestions (Long)
« on: March 11, 2015, 08:09:11 PM »
I'd say Alex has done quite a fine job with this game, I just got back into it a few days ago and it's still as fun as ever
That said, I have a few suggestions that I feel could make the game feel more alive. Most of what I'm about to say is either my take on features that are obviously being worked on, or something that is plausible for the existing engine (hopefully) and could be added with relative ease by Alex and his crew or even modders

I'll start with the more abstract, uncertain stuff first:
I'm not exactly clear on how systems are going to work in the final game. I heard it would be all procedural, then that there would be like 20 systems and like 100-1000 more procedural, to, more recently, all of the game being made by hand with no procedural generation, so anyone who knows the state of affairs, maybe help to settle the score with what the galaxy will eventually look like?

Now, it has been established that the Independents and the Pirates aren't factions as much as simply a category of starfarers. That said, would it make sense, for example, that Independents in Magec to have a different relationship with the player than the Independents of Corvus? Being that the Independents in these systems are completely different from one another and may or may not have any affiliation with one another. And maybe differentiate them even further by creating "sub factions" like the mercenaries, bounty hunters, and miners, who are all Independents but may not turn on the player if another group under the umbrella is attacked? Sorry if I'm not phrasing it clearly, my main point is that maybe, since the Independent and Pirate factions are so diverse, that they should have different relationships with the player from system to system.

Next up is the Bounty Hunting system. I pretty much guarantee this is already being worked on, but could named bounties be made into other factions besides the Pirates? Like say Tri Tachyon wants Hegemony captain X blown up as a named bounty? It would make life easier for someone who is trying to befriend Pirates, since Bounty Hunting (one of the best ways to make money in the game) is immediately off the table for any player trying to take that path. Also, I wouldn't mind if Tri-Tachyon would post any kind of bounty in the Valhalla system. I've never once seen anything of the sort and I want to do a playthrough as an ally of TT and enemy of Hegemony.

Now, this is guaranteed to be in the process of being made: more events. I know for a fact Food Shortages and trade disputes wouldn't be the only events to be a part of the game. That said, I hope more are added soon in a small (or large?) update. I have a few ideas for such events.
I remember reading somewhere a while back from an official description of the game something along the lines of "There is unrest in the streets of this planet and the rebels are trying to get guns. Smugglers are en route with weapons that will completely destabilize the planet if they get into the rebel's hands. Take out the smuggler fleet (which would be Independent, I'm guessing? If so, it would make sense to take a similar approach to my first idea about dividing factions so that the good decent Independents wouldn't hate you for taking out the smugglers.) to gain favor with the faction in control of the planet, chip in with weapons of your own to make money and destabilize the planet yourself, or blockade it." That sounds like it would be awesome to play around with, just saying.

My next idea is a Raid. Basically a single planet (or system) is targeted (in a similar way to food relief fleets) by several pirate (or (insert other enemy faction)) fleets who will all simultaneously converge on their target and clean house. Stopping the raid would get you a boost in rep for the threatened factions, or joining the Pirates for a cut of the booty or whatever.

Another event I have in mind would be similar: a War. Basically, 2 factions in the same system (like Tri-Tachyon and the Hegemony in Valhalla) would stop floating around randomly fighting each other and one day decide to start producing fleets in massive (if certain criteria are met) numbers and degrees of armament. Rather than Hegemony Patrols and Detachments, Legions and Armadas would be produced. These fleets would be assigned a target and a war would basically play out in the system, with the factions trying to actively wipe each other out rather than a "cold war" state that the player could capitalize on by working for one side and receiving a reward or waiting for both to murder and deplete one another and swoop in to salvage what they can from the carnage.

My next suggestion would be fleet trading. Maybe if you're neutral or welcoming or whatever+, a player could make limited trades with other fleets. Maybe exchanging one weapon for another or paying an inconvenient fee for something the other fleet owns. This could also work in Hyperspace. Say the player runs out of fuel and is drifting through the stars and an Independent fleet stumbles upon them (maybe implement a distress call mechanic?) and offers some fuel in return for weapons, credits, or even a ship, if they're feeling sadistic. Of course, it would have to be differentiated from trading with planets and stations in order to encourage players to make those interstellar trips to the Askonia system to buy unique stuff. It's a small addition that I feel would really make the game feel more alive.

I asked a while ago about the "open comms" system, and I was told that the current system was a placeholder for a system to be implemented in the future. Maybe this system could involve a Mass Effect or Deus Ex style persuasion system (something as simple as a "roll of the dice" system to determine how the AI reacts to certain dialogue?) in which one could talk the fleet into lowering theoretical trade prices from my earlier idea or convincing an enemy fleet to surrender or disengage. The would also be a small (and I'd like to hope relatively easy, maybe) addition to make the game, again, feel more alive.

Maybe a system could be put in place for destabilized planets (maybe stabilization level <2) to generate pirates and mercenaries? Just to give a bit more of a visible indication that this place is in bad shape.

Now this is where things start to get a bit more abstract and more outside of what is currently possible with the game.

I remember also asking about planet ownership, and it was hinted that something like that was in the works. Basically what I'd have in mind is maybe planet... say... Maxios or whatever was one day invaded by TT. With sufficient victories in the area, maybe a system could be put in place where the planet would fall under the ownership of Tri Tachyon? This one is just speculation, and may not work with the current vision of the game, but it would be nice if this is on the road map.

And lastly, a feature that would cement my love for StarSector: and endgame. Maybe creating multiple endings (and maybe an intro? Something as simple as a slideshow of David's awesome artwork with a voiceover.) in leau of the Civilization (or Age of Empires, I forget) in which, if the player built a Wonder, they won the game. Maybe the same could apply here? If the player conquers every system, that would be an ending, or maybe if the player solved (somehow) the mystery of the Gates and used it to restore the Sector or destroy it and plunge it into anarchy forever? Just wild speculation at this point but I wouldn't mind seeing something like that in the distant future.

Thank you for sitting through all of that, even if you simply skimmed through it. I commend your endurance, and let me know what you think about my two cents? These are just my ideas on how to possibly make an already phenomenal game even better, I'm not telling Alex how to do his job or anything! Let me know your opinion, everyone

123
Mods / Re: [0.65.1a] Console Commands v2.3 (released 2014-12-22)
« on: January 15, 2015, 09:46:06 AM »
Hey, I have a question. When I type Spawnfleet, it asks for the fleet ID, so I'd type something like
Spawnfleet hegemony patrol but it says a "patrol fleet" doesn't exist, so what exactly is the game asking for when it says Fleet ID? Thanks!

124
General Discussion / Re: Where's My Apogee?!
« on: November 05, 2014, 11:17:40 AM »
I was able to get to full 100 rep with Tri Tachyon by WASTING The Hegemony and Luddites wherever I went. Valhalla is a good place to kill A LOT of TT enemies in the same system as them.

125
Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 20, 2014, 01:19:46 PM »
I just SCREAMED in delight when I logged on, everyone on my floor is probably saying "wtf is wrong with  that guy?"
Thanks, Alex, You just saved me from copious amounts of boredom today, you're the man

126
General Discussion / Re: I'm sorry, but this is getting ridiculous.
« on: October 15, 2014, 06:23:37 PM »
I'm so conflicted! On one end, I'm thinking to myself "*sigh* Year 3, (exaggerating) no sign of StarSector .65" but on the other I understand that the wonderful people behind the game are working to their utmost ability and speed. I guess it would be nice to have indicators of when it was coming out (I was, unwisely, under the impression it would be released shortly after the "Markets" Blog Post back when that came out) or more frequent blog posts to keep my appetite going. I STRONGLY prefer vanilla StarSector over mods so it is indeed frustrating to wait for a very long time for a new update, especially when nobody has a clue for how long we'll be waiting for, but I do realize that Alex and the rest of the guys aren't slacking or anything, not to mention I don't wanna be THAT GUY who is whining about the game taking long and giving the developers unneeded headache over it. Take your time, my friends! I just hope, for the sake of my not being BORED OUT OF MY MIND, it's not an ABSURD amount of time! Keep doing what you're doing. Good luck and thank you!

Also, I like how the creators actually respond on the forums. I don't know if that's a thing that indie game developers frequently do (I primarily play console games, so me even hearing of StarSector is an achievement for you guys!) but nonetheless, I find it very helpful and a great way to get information about the game. Not to mention you seem like good people in general. Thanks, seeya

127
Suggestions / Endgame Fleets
« on: October 01, 2014, 01:31:38 PM »
Hello! I had an idea I was kinda throwing around in my mind and I thought it would be a cool thing to add to Starsector in a (distant) future update.
So we have the Hegemony System Defense Fleet, which is basically the thing that poses the biggest threat to players at this point. Problem is, there is only one of them for one faction. I think it would be cool to have "Endgame" fleets for all factions, as well as "character" fleets. For example, you'd be notified via the Intel tab that, say, a Pirate (With a name/ attributes. Like an Officer but he's a bad guy) ... hmm... Blackbeard, has assembled a fleet and is currently terrorizing Corvus with his fleet headed by an Onslaught or something. Or give Tri-Tachyon the equivalent of an SDF. These fleets would be enormous (Possibly dwarfing even the mighty SDF?) and extremely powerful, against which only the highest level, most skilled players, would have any hope of surviving against.
Basically, it would be cool to have named, incredibly difficult fleets that players are notified of whenever they spawn (Or arrive) that can give higher level players a challenge. I don't know how easy or hard this would be to implement in a future update, but I wonder if that was on the road map, or even a remotely good idea, at this point?

128
Blog Posts / Re: Faction Relationships
« on: August 30, 2014, 08:34:36 PM »
Hey, so I have a question, which may or may not have already been answered. (If it has been, I apologize, I haven't read this thread in a while)

So it's been established that there are a variety of ways for players to influence their own standing with a faction, but would it be possible for factions to have the same dynamic relationships with one another as they do with the player? The more I think about this question the more complicated it sounds coding wise, but I'm wondering if, say, at some point in my theoretical playthrough, the relationship between factions like Tri-Tachyon and the Hegemony would be friendly, or at least won't kill each other on sight, as drastic as that could sound. If yes, is there a way the player can at all influence these relationships?

Actually, on the topic of hypothetical faction stuff, I'm not entirely clear on one thing. If a planet or a station is destabilized, (I know it has effects such as smaller fleets) is there a system in place that a faction hostile to the planet or station suffering this destabilization crisis could swoop in and take over, eliminating the former faction from the area? Would it be possible to sort of launch a crusade to effectively wipe a faction from the face of the Sector, or is that not how it works?

Thanks in advance! Super excited for the update, I can't wait to play it! Keep up the great work, Alex and company!

129
Blog Posts / Re: Faction Relationships
« on: August 12, 2014, 06:10:46 PM »
You're killin' me, Alex! I can't deal with this teasing!!!!!

130
Suggestions / Missions!!!
« on: June 12, 2014, 08:20:31 AM »
Hey, I'm not sure if someone else made another topic asking the exact same question I am about to, but, yaknow, here it goes.
Are more going to be added in the next update or future updates of the game? I don't know if I'm alone here, but I'd love to see new missions with up to date ships (Like the Monitor or the upcoming Shepherd) and factions, like the Sindrian Diktat. Just wondering if we can expect new ones in the future, thanks!
By the way, the new update is looking so awesome. Gonna have to cancel whatever plans I have when it comes out. Keep up the great work, guys!

131
Modding / Re: General modding help request
« on: May 21, 2014, 04:09:51 PM »
Hey, thanks for the request! Helps me out a bit. Alright, now one more question, I'm guessing doing this in a text document doesn't cut it? Do I need some kind of program or have I just been doing it slightly wrong?

132
Modding / General modding help request
« on: May 19, 2014, 06:46:10 PM »
Hello, modders. I want to say right off the bat: I have zero experience modding and I have little to no clue what I'm doing. The only things I have done were attempt to make a faction and mission, but it seems like the available guides are out of date.
Basically what I wanted to do was make a small faction (No special ships or systems or anything fancy, just another group of people who use vanilla ships) and a solar system for them to call home. Being that the "Guide to adding your own faction to the game" is almost two years old and was around long before other solar systems were implemented, I'm now pretty stuck. Much of this file stuff is absolute gibberish to me. What I tried to do was copy and paste other files over and try to edit them myself, but that ended in disaster.
I know you have better things to do,  but I'd really appreciate it if someone could have the time and the heart to create an up to date guide on how to build a vanilla faction and add a solar system.
Telling me how to make a mission wouldn't go amiss either. And if it just so happens everything I need already exists and is on this very forum and I just wasn't vigilant enough, could I please have a link? Thank you very much.

133
Mods / Re: [0.6.2a] Console Commands v2.0 (WIP 4 released 2014-03-06)
« on: March 13, 2014, 07:09:37 PM »
Nobody should have this much power...

134
General Discussion / Re: My two cents
« on: January 22, 2014, 02:33:33 PM »
Thanks for the reply!
Oh one more question before I forget, will there be a way to repair relationships with factions and are there certain bonuses if, say, you are friendly with a faction? Thanks!

135
General Discussion / My two cents
« on: January 22, 2014, 02:00:39 PM »
Hey, I'd like to say: Thank you for this game! It's amazing and without it, i would probably be outside a lot more XD
No in all seriousness I think Starsector is a brilliant game, and I'm looking forward to its next updates.
That said...
I have a few questions, mostly about future updates to the game. I was looking around in the files and I found something interesting: Sindrian Diktat... conversation it looks like? They were something like "Hey, take it easy" to a sarcastic "I'm shaking in my metal boots." Does that mean that "Open comm link" will allow us to actually negotiate with fleets or talk to them or something? It would be an interesting mechanic, in my opinion.
My next question is on the factions. Was the Cult of Ludd faction scrapped or something, or are they still going to make it into the game at some point? And I remember one of the Missions talking about the Hegemony vs Exar something. Are the Exar something people also going to be a faction too?
And lastly, before I let you go, I know you have the mining and planet operations or something in the works in an update coming out soon, but have you considered any side quests that would net you credits or ships or some other rewards? Like.. escort a small convoy of Buffalos from Corvus to Sindria or something? It would be interesting. I'm not being rude or telling the creator how to make his own game or anything, I was just thinking it would give more to do than blow away random fleets (Though thats fun too) and give a little more motivation.
Again, thank you very much for the game, and I'm enjoying the new update!

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