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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - SafariJohn

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Suggestions / Re: A change to how size 3 and 4 colonies work
« on: August 07, 2022, 06:28:40 AM »
Or you could require colonies to have a certain structure to become permanent. For example, I had the idea of a "Cerametal Port" structure that makes the colony immune to instant destruction from sat bombing, is required to grow the colony past size 3 or 4, and serves as an undisruptable spaceport.

Suggestions / Re: A change to how size 3 and 4 colonies work
« on: August 06, 2022, 03:11:09 PM »
I implemented building station colonies that controlled their planet for a mod. It was a lot of hassle.

2 turreted Hammer Barrages mows through just about everything already while ammo lasts. I don't see why you'd want anything else.

General Discussion / Re: Clipped Wings - An Eagle Thread
« on: August 02, 2022, 06:30:57 PM »
If you're including the jets of the eagle then the speed of the eradicator is like, 135, not 70...

Base Eradicator has AAF. Pirate Eradicator is the one that has Burn Drive.

I imagine it the LMG as being in the 20-40 mm range. A cannon that big firing at 1200 rpm or more blows away anything modern. Similarly, for the Light Autocannon imagine a 155mm howitzer that fires twice a second.

General Discussion / Re: Clipped Wings - An Eagle Thread
« on: August 01, 2022, 07:41:49 PM »
This has gone so far you start the question if people even play the game in their free time, or just have an Excel spreadsheet open.

***, he's on to me!

(Been keeping up with this thread, lots of good stuff here!)

Cue Eagle (P) - 3 med composite turrets, 3 med missiles

Suggestions / Re: Halve Maintenance Cost if BP is Known
« on: August 01, 2022, 07:32:47 PM »
It could also be a challenge mode, where supply costs for all ships are doubled if you don't have the blueprint. If we're spitballing ideas.

Someone posting that is what prompted this, but I think that would feel suckier than supplies and CR already do.

Andrada's special modifications are such that it makes *sense* that they would reduce crew casualties. In any given engagement, it would be easy to point to multiple cases where they saved lives. The increased losses would be harder to attribute to a specific cause - e.g. a medical team got there a bit too late, that sort of thing - and conclusively showing their net effect would require a statistical analysis of casualties in a large number of battles. Which, even if the LG took enough casualties on a regular basis to make this possible, no-one with any sense of self-preservation would undertake.

So as far as most people know in-universe, they do reduce casualties. The people that have doubts can't really prove it and have incentives to keep their mouths shut. And in the meantime, these common-sense modifications serve as a visible demonstration of how much Andrada cares for the common sailor in the Lion's Guard, further reinforcing its loyalty.

If the effects are not known in-universe maybe you should have the hullmod lie and say it reduces crew casualties. Then have some sidequest or encounter with the historian that reveals the truth and fixes the hullmod's tooltip.

I'd still rather see it reduce crew casualties and have more important negative effects. Not being removable could be linked to the other modifications made to the ships like mount changes.

Not every ship has to be necessarily good or have a niche in the player fleet

Sadly the game does not have anywhere to show off decorative ships. For example, Tradewinds games got extra mileage out of their low-end ships by showing them in the ports.

LG ships that are meh mechanically but look cool would totally fit in some decorative section of the game like showing them flying by in port or in space. If there were multiple ships and fighters flying in formation it would be extra cool.

Have to drive home the point about dictatorships being bad and inefficient. How else would you know that if an indie space sim didn't teach you?

Given the reactions from people in pages and pages of comments... I think that most people don't know or willfully disbelieve the mountains of evidence.

The game positions the player as a hyper-competent militant dictator - kind of undercuts the "dictators bad" message. (curb player power pls)

Suggestions / Re: Halve Maintenance Cost if BP is Known
« on: July 31, 2022, 02:29:21 PM »
As an avid explorer I can say that getting hold of most, if not all the blueprints is not difficult at all.

The single most effective thing you could do to make this workable is remove the blueprint packages.
Or at least break them each up into multiple smaller packs and make them much less common.

BP packages are nice, but making the drop tables stingy would suck. Maybe smaller BP packages would be better than the few big ones, I dunno.

I'd like to see BP acquisition tied closer to challenges like beating Remnant stations or bounty missions given by contacts, and I'd like there to be more ways to get specific BPs you want. Sucks that you can't get your commission faction's BPs except by luck and raiding.

In the current version LG has great officers. I didn't see Alex mention changing that anywhere.

I would prefer to see good LG ships with terrible officers and loadouts. I think that would better show "underlings are competent, officer corp is full of yes-men".

- Low skill LG officers reduces difficulty
- Rewards players with flashy, better-than-average ships and weapons
- Teaches players to isolate fleets they want to fight because Sindrian regulars have a lot better officers and loadouts

Suggestions / Re: Megastructures.
« on: July 31, 2022, 06:05:01 AM »
All factions could have a superstructure, either made or found by the faction.

For example: Tri-Tachyon could have found something that would give it a breakthrough in A.I. development.

Culann probably has the Strategic Modeler mentioned in one main menu mission, which is probably an Alpha+ AI. Assuming its not just Culann's alpha admin :(

I once hacked together an icon for it as a bonus TT Military Base like Lion's Guard HQ:

Suggestions / Halve Maintenance Cost if BP is Known
« on: July 31, 2022, 05:57:56 AM »
To encourage using your own ships and discourage using captured enemy ships (without penalizing rare one-off ships like Ziggurat), I suggest halving the supplies per month of ships that you have the BP for.

This would also incentivize using civilian ships early on because most of their BPs are already known.

Another aspect I think would be beneficial is it would make it easier for new players to manage their supplies.

Only thing is I am not sure how to explain this bonus. Maybe add a new "BP Known" line to ship stat cards with a tooltip?

General Discussion / Re: Coronal Hypershunt guardians early
« on: July 31, 2022, 05:39:24 AM »
Somebody beat the Tesseracts with only 2 Onslaught (XIV), so if you get the neural link skill, a bunch of personal skills, and somehow scrounge two Onslaughts, you could pull it off fairly early.

General Discussion / Re: Clipped Wings - An Eagle Thread
« on: July 29, 2022, 06:22:22 PM »
Give the Eagle +10 top speed, built-in Energy Bolt Coherer, and +15 OP.

I think this would be nice.

For posterity, I will repeat a suggestion I made in a previous thread: flip the center mediums so the hardpoint is an energy and the turret is a ballistic.

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