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Messages - Dex

Pages: 1 ... 9 10 [11]
151
Suggestions / Re: Spacestation Combat
« on: March 26, 2021, 03:54:21 AM »
My absolute favourite is the exploring. Massive fan of subnautica, stellaris and so on, more or less for the discovery and emergent stories. IM pleased that Alex has included some form of story progression, as, as far as i can recall, this wasnt originally on the cards.

152
Discussions / Re: Games that bring back memories
« on: March 26, 2021, 02:13:22 AM »
Counterstrike Beta 5.4 - The M4 had a scope! I havent even played GO but im aware my favourite maps arent official anymore.
Command and Conquer - that sound track. Couldnt pass GDI mission.... 6? until years later.
Total Annihilation - First time i ever played multiplayer game on my 14k baud modem. I won by nuclear conflagration, clutch destruction of anti missile defence by suicide commander. Fun times
The Dig - Awesome point and click
Sonic And Knuckles - What a game! you got more games by plugging it into other games! unique still.

153
General Discussion / Re: Is this game dead?
« on: March 26, 2021, 01:46:47 AM »
Im betting two GME shares within the next two days.

Edit: BOOM CALLED IT

154
Suggestions / Spacestation Combat
« on: March 26, 2021, 12:39:13 AM »
Hey. So, im sitting here refreshing Alex's twitter feed staring at the 9.1 release Gif and space out thinking - 'Do i waddle off into the ooloo straight away? or do i complete contracts at home first, nurture a nation, and when its able to defend for itself, waddle off into the ooloo for all the apple cores? Wish i could do both.'

Now i apologise if this has been mentioned before or the current engine implementation wont allow it, but can you do both? I mean, the largest hurdle at the moment is defending your worlds from pirate raids before you break the threshold where youre big enough for everyone to make you a target and all this time could be spent ooloo 'sploring. What i propose is that whilst you are waddling through the ooloo, exploring and shorting toasters, if your nation gets attacked then you can still 'defend' as if you are in person but you wont be in possession of the skills and levels you've accrued. I dont know how i feel yet about a chance to refit the allied ships that are present, perhaps only the ship that you start with? that you can choose from a pool you have blue prints for and further influenced by the industries present and size of colony?
You could build it into the lore as a gamma level copy of your consciousness you keep around to defend the homestead, perhaps a story chain/point unlock?

I dunno, id just feel a bit less powerless if i had a dependable dog that i trained at home to protect the farm.

Your thoughts? Or obligatory 'youre late, we spoke about this and its bad'.

155
General Discussion / Re: Starsector is Glorious!!!!!!
« on: March 21, 2021, 08:41:54 AM »
oh wow!

No, thank you.

Looking forward to the story! You and David seem to have been influenced by some of my favourite works.

Keep up the good work.

156
General Discussion / Re: Starsector is Glorious!!!!!!
« on: March 20, 2021, 05:18:28 AM »
I ve been here a long time, since may 2012. this is by FAR my most visited forum (never post) and website.

At least two or three times a day. Every day. for nine years.

Countless hours playing this game. Masterpiece. Best game ive ever played and ive played all the ones that matter.

Audacious claim but i stand by it.

157
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: January 22, 2014, 10:22:53 AM »
LIKE the new imaginos, though it has a weakness against beams (as probably intended)

The deracinator is now actually a dangerous weapon!

The... escatchon? is funtional as it is, yet to try the new Karkinos or stenos.

Did you just change the Revenant to the sentinel drones from barracuda? or did i imagine that was the case initially?

Good work.

158
Suggestions / Re: No fighters in Hyperspace battles
« on: December 13, 2013, 08:05:52 AM »
hows about a compromise?

when in hyperspace (no fighters allowed)the defending fleet has the option to drop out of hyperspace (fighters allowed) just for the battle for a large fuel cost, and the attacking fleet has the option to follow them.

If the defending fleet cant afford the fuel cost they must try and fight or flee without fighters.

159
General Discussion / Re: Officers: Are They Going to be Immortal?
« on: December 13, 2013, 07:43:53 AM »
^this

i like this.

Your officers can die, they are replaced by their second, these new officers have identical stats to original though at a minus 2 or 3 or whatever, these stats are regnerated to original officers levels after a period of time/after payment of an xp debt.

This means you have to be careful else you may find all of your fleets power insufficient in a crisis, but also means that you dont lose 10 hours play time if your officers flagship decides to burn drive into a floating hulk or whatever.

160
General Discussion / Re: Multi fleet engagements.
« on: December 13, 2013, 07:34:48 AM »
i have a suggestion for this... suggestion

make it so the nearby fleets can only deploy after a period of time relative to the distance they are from the battle?

It takes mere seconds to annihilate a Buffaltwo so a nearby mega fleet would probably arrive too late while you get to sneak in and blow stuff up and then run off giggling.


161
General Discussion / Re: Hello
« on: December 13, 2013, 07:29:26 AM »
actually, kinda part of the plan ^^

ill see what i can learn/do


162
This mod has really grown from just a compilation of vanilla balanced mods (i miss you federation/ lotus conglomerate) to something that offers more than whats just in the campaign.

Excellent work, sir.

A cookie for you.

Two things:
Having multiple instances of the same blueprint is only of benefit if you arent yet a voidwalker as you may swap or sell. Having many of the same blueprint is cumbersome and unsightly. May i suggest making the independent traders so that they DONT automatically go hostile and they can give an alternative blueprint from ANY faction? Actually, seeing as money is superfluous when you VW, perhaps two blueprints for one random one?

Weapons. Maybe a weapon duplicator at an exorbitant cost in scraps/electronics/whatever? Having to keep reequipping my mantis frigates with hard to get ppde's really does start to annoy after the fifth time.

Again, excellent mod.

163
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: December 13, 2013, 07:05:30 AM »
what this guy said ^^

- story

+ cookie

Awesome mod, sir.

164
Mods / Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« on: December 13, 2013, 06:57:00 AM »
Cycerin, when i first encountered your ships in some mod pack some time ago (i forget which, and when, but some pedant will tell me) i thought they were a bit fugly, fiddly and wetpaperhanky weak. My Eventide (i miss you Dante...) ate them as a snack.

Between snacks

Now, they are one of my favourites in terms of performance and my favourite in terms of aesthetic.

Bravo, sir.

you take your cookie and your bow

165
General Discussion / Hello
« on: December 13, 2013, 06:47:15 AM »
Hey guys!

Just a little attention seeking post...

Im a long-time lurker (since april 2012) but i finally wanted to get involved.

So!

Yay Alex
Yay Starfarersector

your game and its mods are *insert awesome cliche here* and i hope Starsector continues to expand and improve.

Cheers,

Dex




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