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Messages - hairrorist

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151
Modding / Re: randombattle1 small mod / one ship type vs other ship type.
« on: January 31, 2012, 10:03:03 AM »
Thats been a problem for a long time in a lot of games.  Fighters and bombers are simply too effective.  Cap ships need to get a huuuuge buff, way more point defense weapons, especially now that we can damage systems, which is in effect, another huge nerf to capships.

152
General Discussion / Re: Nothing Personal
« on: January 29, 2012, 11:55:58 AM »
Nooooo, I love the ridiculous range on the Aurora! :)

Giving the AI a few more fast ships, maybe a hammerhead and a few frigates might go a long way toward making this mission hard.

153
General Discussion / Re: Nothing Personal
« on: January 28, 2012, 09:38:23 PM »
Nothing Personal isn't really that hard.  I found some of the other easier rated missions much more difficult.  THe key is to keep your fleet close and compressed, controlling the nav bouys, and outrunning everything using your ridiculous range.

154
Suggestions / Re: overloading versus venting
« on: January 27, 2012, 02:18:16 PM »
Ahhh that would be it.

155
Suggestions / Re: overloading versus venting
« on: January 27, 2012, 12:16:47 PM »
Does anyone else feel like missiles/torpedoes should be less effective against shields?  I find it really odd that its the quickest way to overload someone when missiles are supposed to be pretty bad against shields.  Seems like it should be: Energy beats shields / missiles beat heavy armor / ballistic beats medium armor and missiles or something similar.  Currently missiles/torpedoes are the best against everything, although maybe they're supposed to be that way?

156
Suggestions / Re: Animations and Ship Modes
« on: January 26, 2012, 10:05:35 PM »
Yeah, see, in space, changing the shape or armor thickness doesn't matter if your mass stays the same.  The other problem is that what you're not counting is that you can't just turn armor into engines.  You'd have to carry both.  I don't understand why more parts for a turret mean less parts somewhere else.   In general, the more likely something is to happen in anime, the less likely there's a practical reason for it, or even that its possible.

I understand that there's a "HELLS YEAH ATTACK MODE GO" argument here, but I really hope thats not a direction this game will go.

157
Suggestions / Re: Animations and Ship Modes
« on: January 26, 2012, 07:50:20 PM »
Here's the thing, hoss.  How would using light armor help you go faster when you're carrying both?  Why would you ever use the light armor if you're already carrying heavy?  Similarly, why the hell would you lock swivel guns forward for any reason under any circumstance?  Why would you carry all those extra weapon systems?  If you're carrying them in your ship already, carrying that extra weight already, you might as well go ahead and use them.

158
Suggestions / Re: Animations and Ship Modes
« on: January 26, 2012, 07:20:25 PM »
Yeah, if there are Q-ships it would make sense.

159
Suggestions / Re: Animations and Ship Modes
« on: January 26, 2012, 07:12:15 PM »
Why would a ship have different modes in the first place?  Its not like you need aerodynamics in space.

160
Suggestions / Re: overloading versus venting
« on: January 26, 2012, 06:13:03 PM »
The damage and resulting flux increase that missiles do against shields does need attention.  Currently missiles are one of the easiest ways to overload a shielded ship, which seems odd.  But manual venting is a great mechanic!  I like balancing my flux and keeping it high for maximum damage output for energy weapons.  If flux vented automatically the whole dynamic is turned into more of a DPS chokepoint rather than a mechanic that is fun to play with and gives a nice sense of risk/reward. Pressing V at the right time is essential to playing well.  You are punishing yourself if you don't vent at the right time--thats the point of the mechanic.  Its like complaining that you feel like you're being punished by not shooting at the right time.  You are!

But yeah, something that allows a shield to function for a second or so after overloading would be neat.

One thing to think about Alex, is that I suspect you put in flux management to keep combat feeling chaotic and tense, paying attention to 50 different things at once--thats what I like about it.  But currently every time I see missiles incoming I pause the game to count them and assess flux.  Kind of breaks that tension.

161
Suggestions / Re: Collision
« on: January 26, 2012, 11:20:53 AM »
Perhaps this is a design decision that is firm, but I think it would be nice if friendly ships could go over/under each other. 

Uhh.  Fighters currently have that capacity, and that is cool. 

I'd personally hate it if this occurred for larger ships, would be super weird because their relative sizes wouldn't change but one would clearly be higher than the other as they overlap and that'd cause a big loss of immersion for people like me.  But that's just my opinion. 

Why does this sound like a nice idea to you specifically?  Maybe I'm missing some interesting take on this issue.  Differing perspectives on issues are nice, but I'd like to better understand yours in this case I guess.   ;D  I could see ya thinking about how outer-space is 3D so why can't ships go up and down and share horizontal space?  Hmm, that could be valid thinking for sure.  Interesting.

Yeah, thats the basic thought.  It's more convenience than anything else, and its super obnoxious to have your shots and path blocked by your own ships, when there should be so much room to maneuver.  I guess my thought is--that's how it would be realistically and also more convenient for a player, so is there a gameplay/design reason for it to be the way it is now?

162
Suggestions / Collision
« on: January 26, 2012, 10:00:16 AM »
Perhaps this is a design decision that is firm, but I think it would be nice if friendly ships could go over/under each other. 

163
Suggestions / Re: Strafe only key
« on: January 26, 2012, 09:32:48 AM »
ahhh this is true

164
Suggestions / Re: Cloak Ships?
« on: January 26, 2012, 09:04:45 AM »
Would definitely be neat, but I'd say destroyer sized at largest.  And you could have ships that have detection modules as well.  That'd be fun, and its kind of a scifi staple.

165
Suggestions / Re: Strafe only key
« on: January 25, 2012, 10:32:47 PM »
Yeah, but all of those issues would also be addressed with a 'target lock' system too.

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