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Messages - SafariJohn

Pages: 1 ... 174 175 [176] 177 178 ... 201
2626
General Discussion / Re: Is there any use for Thumpers?
« on: March 19, 2015, 06:06:44 AM »
I use Thumpers on the offside of my Conquest in vanilla. Four of them can demolish frigates or destroyers that get too close pretty handily.

2627
General Discussion / Re: FPS drop when near asteroid belt
« on: March 19, 2015, 06:05:13 AM »
Well, what I meant by white lines are the asteroid belt (it is normal and not an artifact.)

You do mean the rings that take up most of the background of CopperCoyote's first screenshot, right? Magec is weird and has them around its sun, but usually they're around planets, like Saturn in real life. It's probably just normal graphics-processor-can't-handle-it slowdown like Alex said.

In battle there's a lot of processing power being taken up by AIs, since each weapon has its own AI. Nebulas can cause slowdown since they're a bunch of assets being rendered all at once. Asteroids should only have a when there's just a plain ton of them.

2628
Discussions / Re: Random Idea of the Day
« on: March 19, 2015, 05:50:13 AM »
Great, Now im hungry!
Space hungry!

Space hungry!?

Oh snap!

2629
Discussions / Re: Reassembly
« on: March 18, 2015, 01:09:47 PM »
Booyah! Flagship with station command module!

Spoiler
[close]

That's a Behemoth Dreadnought. Less drones, more (rail)gun.

2630
Suggestions / Give Jump Points more Screen Space
« on: March 17, 2015, 10:27:58 AM »
The jump points we have in game right now are pinkish-purplish rings that are smaller than a mid-sized fleet. Given how important they are for travelling from system to system, I think they could use some love in the graphical department. Of course, then the question becomes, "What look would better convey their importance?"

I'll admit this isn't my sort of thing, and I only thought about it because of a very minor rendering bug (that only stays on screen for a second or two):
Spoiler
[close]

I like how it makes the jump point really big and eye-catching. It looks important, and even a bit mysterious. It doesn't even get in the way of clicking anything since the rays are purely graphical.

2631
General Discussion / Re: FPS drop when near asteroid belt
« on: March 17, 2015, 06:18:02 AM »
Oh. That's not normal? I thought it was a stylistic thing.

I don't see it on my screen, at least.

2632
Ideally I'd want a four-tier system of increasingly long-scale damage: CR, armor and hull (as it is now), structural damage (accrues slowly when taking lots of hull damage, can only be repaired at a drydock for a significant price in credits and time), permanent structural damage (accrues very slowly, no repairs, once it gets too high the hull goes to scrap). It would add some long-term dimension to fleet management and consequence to taking damage, as I hate how anything short of complete destruction can be immediately and completely fixed at any dock for a small sum of money in supplies. I suspect it would get instantly shot down as "too complex", though.

I think that sounds pretty good, actually.

2633
General Discussion / Re: FPS drop when near asteroid belt
« on: March 16, 2015, 03:49:41 PM »
He definitely has some sort of lines crossing that image.

I've crudely boxed in a number of examples of where whatever-it-is-I've-noticed is more visible, but it crosses the whole game area, top to bottom and left to right:
Spoiler
[close]

I can't tell for sure, but it seems to not be affecting the UI.

2634
Suggestions / Re: construction/industrial
« on: March 16, 2015, 09:03:09 AM »
Please remember that the current population numbers are (I think) placeholders for economy system balancing; Alex or David said something to that effect somewhere, I'm pretty sure. It is not unreasonable to expect that the core worlds could have billions of population, which would allow the major factions to garrison their less populous planets with lots of soldiers. The pirate bases even might be a bit under-populated, given that pirates can be seen operating cruisers when even a Falcon requires 100 crew.

To use a real life example, the USA has a population of ~320 million. ~1.35 million of those people are active soldiers in the military. That's about 0.4% of the population, which is high compared to many other countries. If we say that the Hegemony has only 1 billion citizens and maintains 1% of its population in its active military (given the dangerousness of the Sector), then that's 10 million soldiers, or about 3 to 10 hundred divisions (10 million is enough to crew 20,000 Onslaughts, to put it in game terms). 50 Valkyries (100 Logistics points, not counting crew/marine costs) can only carry 14,500 marines (+500 crew).


In respect to the argument that ships are worth more than marines (I'm assuming specifically regarding attacking a station/planet), I say when given the shield systems ships are able to mount, presumably stations and planets with their huge power grids would be even harder to crack. It could be like castles or fortified town before cannons: the most reliable way to capture a fortified position is by besieging it until they surrender.

Although, when it comes to actually assaulting a station/planet, Alex and co. could take it a number of ways. Perhaps there's some kind of phase shuttle that can be used to bypass the massive shields of stations and planets. Perhaps shield domes over planetary bases can't block troops on the ground effectively (shields have problems with solid objects, like, say, the irregular and very solid surface of the planet). Perhaps, even, you actually have to blast through the shields before you can start landing troops to capture the infrastructure. I am sure there are many, many more ideas, ways, things, and so on that I haven't even considered.



with a human attack fleet of 5 onslaughts, the Crystantite population was nearly destroyed.

That is from either fanfiction or mod lore, but definitely not canon Starsector.

2635
Discussions / Re: Random Idea of the Day
« on: March 16, 2015, 06:35:20 AM »
Would probably fit with the Lasher, assuming it fit in a small mount.

2636
Suggestions / Re: construction/industrial
« on: March 14, 2015, 04:26:58 PM »
I could see planets being conquerable, but I would prefer it scaled to be infeasible for a single fleet. I mean, even a small pirate base is probably going to have a few hundred marines guarding it (not to mention any pirates who happen to be there at the time and side with the gang controlling the place), so a major faction-controlled planet would have whole divisions of soldiers on it easily.

2637
Discussions / Re: Reassembly
« on: March 14, 2015, 12:21:42 PM »
Theoretically, you should be able to turn back into a ship by reversing how you turned yourself into a station.

Tested: Confirmed to work. Getting yourself blown up as a station with a ship in your design window changes you back into a ship.

2638
Discussions / Re: Reassembly
« on: March 14, 2015, 12:04:32 PM »
You can't directly transform into a station, it acts as if you have no blueprint, and when you die, you respawn as the station, since you no longer have a ship block tying you down. Also stations, even with the mega asteroid moving engines, couldn't move, as far as I could tell.

My AI stations that have engines move.

2639
Discussions / Re: Reassembly
« on: March 14, 2015, 09:59:31 AM »
I also highly recommend not selecting your ship to be a station, killing yourself, and making yourself respawn as a station with no way to change back ever, as stations can't die, and you can only turn into other stations, not ships. I learnt this the hard way, turning myself into a asteroid base, and permanently ruining that save :(

Hmm, my game hasn't allowed me to turn into anything with a station command block.

Also, it doesn't ruin your save! Now you can turn yourself into a super huge mobile fortress of doom!

2640
Discussions / Re: Random Idea of the Day
« on: March 13, 2015, 03:11:54 PM »
Interesting idea, but probably deserves its own topic over in Suggestions. This is the Other section of the forum, which is stuff that isn't about Starsector.

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