Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - c plus one

Pages: 1 [2] 3 4 ... 12
16
Suggestions / Re: Elite skills receiving bonuses from hullmods
« on: February 07, 2021, 12:27:17 AM »
Such bonuses would not only be an appropriate (and interesting) mechanical synergy on their own merits, but they would also extend player immersion as well. I like your idea.

17
Suggestions / Re: Suggestion to modify fragmentation damage type
« on: December 22, 2020, 04:47:01 PM »
I've made a personal mod to test minor vanilla tweaks, including making the Thumper a more multipurpose PD-capable weapon (though it'll prioritize ships when they're in range).
Intriguing. I'd very much like to play a mod which uses your Thumper values; care to share?

18
Suggestions / Re: Why is Restore Expensive?
« on: December 07, 2020, 03:27:25 PM »
a lot of the appeal of sandbox games is in being able to putter around and do things at your own pace (and fine-tune your own difficulty by being more or less prepared), so I think that's important to keep.

My $0.02:
I'm glad as well as relieved to read that statement. Sandbox gameplay flexibility (along a time axis as well as a space axis) is a large part of why I'm here in this particular game. If that aspect were not adequately retained, I would have to seriously re-evaluate my interest in Starfarersector despite otherwise being well-disposed toward most of the game.

19
General Discussion / Re: I had to stop reading the .95 patch notes....
« on: December 06, 2020, 04:34:13 AM »
<-snip-> stop making us wait so long!

"...so long?", you say?  ::)

BWAAHAHAHAHAAAA

I've been calmly waiting ten little years -- no lie; since December of 2010 -- for this fascinating and immersive game to one day be feature-complete and polished to a final shine.

It was this now-nostalgic *third* entry ever in the official blog (be sure to watch that video linked therein...) -- written exactly a decade ago, TODAY, and which I stumbled upon about a week later -- which first sold me on the concept of Starfarersector. This forum itself didn't even exist yet!

Regarding 0.95, we can afford to be patient.

(Pai Mei mode activated)

Others must follow same path. To me you are like little baby, padawan. ;D  Your eagerness is gratifying but you must be like mountain rock, ignoring the lash of wind and rain as the passage of seasons blurs together.

Another hour? After Christmas? Next year? Post-COVID19? After the Smartphone Uprising? The questions are meaningless, for time is elastic. Excellence will not be rushed by crying of mortals, singing ancient and honorable hymn of Shut Up And Take My Money. Instead, become one with the Tao of dev-timeTM, and you will have achieved true Nirvana-like patience with the blessed Alex (glory unto his name). The path to fulfillment beckons. Fear God! Honor the King! Smash the [REDACTED]! So sayeth Drunken Master.

(Is my bottle of sake empty already? Dang, son. :D )

20
General Discussion / Re: How to edit save file to add more credits ?
« on: November 27, 2020, 01:50:08 PM »
P.S. I did buy my own key a week after I used Sseth's but havent been able to use my key even after uninstalling and reinstalling the game.

If you haven't done so yet, I recommend that you post about that problem in a new thread on the Bug Reports & Support sub-forum.

21
Suggestions / Re: Gunnery Implant - gives additional weapons groups
« on: November 01, 2020, 02:59:31 PM »
IMPORTANT NEW VANILLA DEVELOPMENT affecting this proposal!
Info here:

http://fractalsoftworks.com/forum/index.php?topic=19331.msg301629#msg301629

22
Suggestions / Re: Finer weapon control without needing more weapon groups
« on: November 01, 2020, 01:55:18 PM »
Argh, I might as well just add more groups! That UI would benefit from an overhaul, anyway.

Thank you, Alex! This is wonderfully beneficial  ;D

23
General Discussion / Re: Gladius
« on: October 10, 2020, 06:37:37 PM »
I've heard that someone's tested out fighters with burn drives before, but the AI fighters weren't so great at using them.  Don't quote me on that, though.

Unless the game AI has all fighters in a given wing activate their Burn Drives in unison, that wing will be facing imminent defeat in detail. Without that guarantee, equipping fighters with a Burn Drive shipsystem is unlikely to be constructive or fun.  :(

The only exception I can see is if that shipsystem is given to a fighter wing consisting of a single fighter, which bypasses the likelihood of that wing's fighters spread out much too far for mutual aid (either defensive or offensive). To me, that's not very satisfying; tactically it's more like a single corvette, instead of several fighters cooperating. Breaks immersion.

If Alex could somehow see his way towards implementing code such that all fighters in a wing Burn simultaneously, I'd be pleased as well as grateful.

24
General Discussion / Re: Gladius
« on: October 04, 2020, 01:43:04 AM »
I've not played anything older than .8-ish, so I wouldn't know how the Gladius or previous versions of frigates changed since then.

Retry: in older builds of Starsector the original Gladius had no flare launcher, and I welcomed its inclusion on the modern Gladius.

Of far greater importance, each individual Gladius was formerly equipped with one Light Dual Machine Gun and with TWO IR Pulse Lasers! After game versions 0.7.2a-RC3/RC10, that turned out to be a tad too spicy for Alex's taste and said weapons loadout had a traumatic encounter with the nerf-bat. I understand why it happened, but on occasion I do yearn nostalgically for the old loadout's ROFL-stomp nature. ;D

Back then, the physical location and type of the gun mountings were generally the inverse of today's Gladius spaceframe. The IRPLs were mounted in the narrow line-ahead hardpoints on the wings. The single Light Dual MG was in the front-facing central turret, enjoying 135-degree traverse. Situated thusly, that LDMG excelled at swatting down incoming missiles and causing stress for pilots of shielded enemy fighters, albeit only at close range. I remember enjoying that.

Gladius' relatively un-maneuverable nature made the then-hardpoint-based pair of IRPLs somewhat sub-par when trying to engage enemy fighters. That was not an obstacle when engaging enemy *ships* of destroyer size and larger. If you could line up an enemy frigate in your cross-hairs, a Gladius wing would soon do a credible imitation of a diamond drill-bit going through a cupcake. Visually, the IRPLs' spinal mountings made an individual Gladius handle like a tiny imitation of an Onslaught trying to bracket a hapless foe with its mighty Thermal Pulse Cannons. It was intriguing.

Formerly having 300 flux dissipation and 1500 (! :o ) maximum flux to work with, Gladius wings frequently were brutal to their foes. But with two IRPLs to feed, the threat was too often of frustratingly short duration even with so much flux available. The secret No Weapons Flux fighter-hullrefit did not exist back in the heyday of the two-IR Gladius, so it had to accomplish its mayhem with its high base numbers for flux handing.

As an aside, I've previously done experiments with trying various shipsystems aboard a Gladius in addition to its guns and flare launcher. I don't recall specifics right now of any of those performance trials (they were at least two years ago; sorry) aside from that I had found them encouraging. Perhaps that is an angle you'd like to explore for yourself? "Chacun a son gout!"

25
Discussions / Re: New game setup
« on: May 16, 2020, 04:48:06 PM »
Yes!

26
Suggestions / Re: Pirate bases should be easier to find.
« on: August 27, 2019, 03:26:55 AM »
Agreed. This whole dynamic seems intended as a blend of exploration meets pest control, but at present its "needle in a haystack" aspect is just excessively burdensome grinding.

27
Suggestions / Re: Rename Sabot to Flechette
« on: August 11, 2019, 02:23:29 PM »
( Humble correction: there are only two t's in "flechette," not three. )

This game's Light/Heavy/Storm Needler weapons already fire flechette rounds, being needleguns in space; please refer to the Codex. Renaming the Sabot missile to Flechette missile isn't necessarily a guaranteed improvement that's worth the disruption to the playerbase - you're proposing renaming a core component of the game's arsenal. The missile isn't some obscure, niche weapon that's seldom encountered in Starfarer and would cause no trouble if re-branded (either gratuitously or of necessity). ???

Respecting the precedent established long ago by those gun-type weapons in this game, one could argue that it would be at least as desirable and clarity-generating to rename the Sabot missile to "Needler" missile. I am mostly neutral to doing such; others might think differently.

28
Suggestions / Re: Faction control: commodity legality toggles!
« on: November 29, 2018, 11:17:28 AM »
I like how this would introduce more nuance and granularity to the game. As you observed, I also think that in concert with implementation of your suggested Tariff Slider in-game control this legality toggle would serve the player well.

Would the buffs/nerfs stack across time?

29
Suggestions / Re: Colony control: tariff slider!
« on: November 29, 2018, 11:09:46 AM »
Yes, please! This is not only structurally better than the existing no-player-agency implementation, but it's also considerably more interesting as well. Put the decision-making power where it belongs: in the player's hands.

30
Discussions / Re: Other media that feels like Starsector
« on: November 26, 2018, 10:56:07 PM »
"Firefly" [https://en.wikipedia.org/wiki/Firefly_(TV_series)] had elements which likely inspired a few aspects of this game's general feel. The show was made 16 years ago, and still has a devoted following. Such a shame that it was cancelled by soulless salesdroids masquerading as corporate executives.

Pages: 1 [2] 3 4 ... 12