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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Zarcon

Pages: 1 2 [3] 4 5 ... 22
31
Modding Resources / Re: .ship/.variant editor
« on: February 21, 2012, 12:51:37 PM »
You also need to add support for universal slots, OPs, and hullmods.

Yeah, I can't wait till Redbull finishes adding in all this new functionality, I'm completely spoiled, and it hurts to use anything else to mod/screw around with ships now, ha ha.  :)  I love this editor a ton.   ;D  I can't wait to redo some ships with tons of Universal slots, awesomeness.  :)

32
Suggestions / Re: Some hull mods balancing
« on: February 21, 2012, 12:29:15 PM »
Well, on the Apogee, it is 9 OP to reduce the shield cost be 210 flux/second! It is useful some of the time, and on some ships. Do not doubt the Shield Stabilizer.

In Soviet Russia, the Shield Stabilizer does not doubt you!  :)

Oh a less silly note, I can't wait for more Hull Mods and stuff like the adjunct and the distributor, they add lots of interesting options.  I personally love having tons of flux capacity for my Heavy Blasters.   ;D

Pew pew.

33
General Discussion / Re: Tactics, anyone?
« on: February 20, 2012, 04:04:36 PM »
For me, the choice is pretty clear. I accept FTL and other stuff because it makes sci fi in a traditional sense possible. I don't accept star fighters because I don't think they're necessary and I think they're /too/ unrealistic. I don't have any hate for anyone who thinks otherwise, and, as I said, if you WANT star fighters, fine. Just accept that they make no sense-- as opposed to less sense, like a battleship would be.

Why is it so important for you that others accept your point of view?  Do you particularly enjoy dominating other people?  You will allow them to WANT fighters, but they must accept your point of view that fighters make no sense, for some reason.  

Please explain your motivation.  Are you just 100% certain of the veracity of your personal viewpoint, and are overwhelmed by a need to spread the gospel of truth in regards to fighters in Sci-Fi?

34
General Discussion / Re: hullmod heavy variants
« on: February 20, 2012, 03:01:48 PM »
I took an onslaught, stuffed tons of defense related hullkods, and put on only a bunch of mortars and flak cannons, and a few other cheap things. it was surprisingly effective, and actually managed to kill another onslaught which had gone a weapons heavy route. going to try a paragon next.

Very interesting, which Hull-mods in particular did you choose?

35
General Discussion / Re: I've got fuel, how do i travel?
« on: February 20, 2012, 02:57:58 PM »
i failed Latin in 7th grade.. use Engrish.  :'(

Wow, you took Latin in 7th grade?  I feel pretty shabby, I've never even given myself the oportunity to fail at learning it, and I've graduated College.   ;D

36
Suggestions / Re: Module/Hull Mod Suggestions
« on: February 20, 2012, 01:50:36 PM »
How about an overclocker module that increases weapon rate of fire (and possibly other things) at the cost of 50% more flux from weapons. There are actually some ships that have too much flux venting capability to use effectively with their low-flux weapons.

That is a pretty cool idea, sounds fairly balanced, and should be easyish to add as well.    ;D

37
Suggestions / Re: Custom Ships
« on: February 20, 2012, 11:00:51 AM »
I'll just keep dreaming that eventually one of these games offer option to re-fit whole hardpoints - for a cost ofcourse.

Let's say for example you find a nice Cruiser with a fixed large energy weapon pointing straight forward and bunch of medium 270 degree arc energy turrets. Take your Cruiser to a station with shipyard that can change the layout to a medium 180 degree forward turret mount of your chosen weapon type and change some original turret mounts to fixed arc medium missile bays, for example.

So changing hardpoint type ballistic/energy/missile would be just matter of cost, adding turret would make large hardpoint>medium&medium>small with arc based on the hardpoint's position (so a fixed forward mounted gun couldn't turn 360 degrees because it'd actually collide with the hull around it) or otherway around remove turret making the hardpoint bigger. Maybe even base the turret slot's price on how big firing angle you want for it.

So that way you could have a fleet of ships with same hull, but totally different layout&combat role.

I'd also very much enjoy this sort of thing at some point, and maybe it is even in the long term plans, or part of the Crew Skills/Captain abilities?  We have very little information on how that sort of thing will work out in the end, but it should be exciting.   ;D

38
General Discussion / Re: What's your favorite ship?
« on: February 20, 2012, 10:55:33 AM »
I personally love the Medusa with Heavy Blasters!  :)  So much fun.

39
Suggestions / Re: Need more scrap rewards?
« on: February 20, 2012, 10:25:20 AM »
In my opinion this is actually a huge problem. There should be a certain amount of catharsis from carnage, but as it is now, players are walking on egg shells. Even single ship losses can be catastrophic. Even if you win, you still lose. You lose with fan-fair. That's fine to a degree, but I think players should enjoy combat, rather than dread it.

If you won but most of your fleet was destroyed, where should you be?:
1. near dead, basically back at the beginning again only now with more supplies then you know what to do with.
2. hurt, your fleet size has shrunk visibly.
3. singed, you repaired some of yours and your enemies neutralized craft, most of your crew are dead, but you have lots of hardware.
4. fine, you repaired most of your craft and you took your pick from your enemies.
5. but you won, your fleet just doubled in size.

Right now it's at 1.

I think fun would be at somewhere between 3 and 4.
I'm still looking for a way to mod the scrap rate of craft. It looks like it may be something I can't change.

I feel like I am walking on eggshells a bit as well, hmm, I tend to save before each battle and reload if I lose a ship. (I know, I'm cheap, ha ha) Clearly there needs to be a little tweaking of the curve here, but I feel that some of this harshness is due to this being early in the process, I think Alex will even it out a bit over time.  :)

40
Suggestions / Re: Detachments, Uniform Fleet Speed, and Pocket Battleships
« on: February 16, 2012, 03:45:17 PM »
if u read the wiki u linked... it refers to em as heavily armed cruisers or hevy cruisers = battlecruisers  ;)
besides those are way bigger than destroyers of the same navy...
and considering most cruisers in the game have medium mounts not large ones... u cant balance having destroyer with several large guns... maby 1 without any other turrets or slots... and missing shield generators...  :D

Yeah, that was sorta my thinking as well, balance wise.  Other than that I suppose you could make them VERY expensive, hmm, and let their rarity balance them out a little bit, because since 0.5 came out the price of the ships can be used to differentiate and balance them to some degree.  Sounds like Alex might be better served to just create a smallish cruiser that is really fast and has multiple large turrets, hmm.   ;D

41
Suggestions / Re: Detachments, Uniform Fleet Speed, and Pocket Battleships
« on: February 16, 2012, 03:39:46 PM »


I'd also love to see a new panzerschiff/"pocket battleship" class of ships that are faster than anything bigger, and outgun anything smaller.  These would be destroyer-sized hulls with large mounts instead of medium, low crew requirements and cargo capacity, and higher-than-average fuel capacity.
its called battle cruiser...  >:(

Well...he did say destroyer-sized hulls, the Starfarer Battle-cruisers are considerably larger than that.   I do love me some Battle-cruisers though.  :)  My problem with this is how on earth do you balance this sort of ship? Because a large destroyer type ship with multiple large mounts would be super powerful.  Hmm, tough one.

42
General Discussion / Re: ill show you my fleet you show me yours.
« on: February 16, 2012, 02:23:41 PM »
you had no marines lol, are you gonna send in your fry cook to capture a ship?
Edit: O: oh my you DID have marines, silly me!

That'd work in One Piece.  :)

43
General Discussion / Re: New to the game + quick Q
« on: February 16, 2012, 02:20:18 PM »
Hold down shift while clicking.  :)

44
Suggestions / Re: WEAPONS can it be different in quality?
« on: February 16, 2012, 12:25:36 PM »
I'd argue that it will distract from fleet management. It's annoying to have to manage fluff like +2 broadsword of rareness. Just let me throw some lasers on my frigate and move on. There's enough to do.

+1

45
General Discussion / Re: Questions about boarding
« on: February 16, 2012, 12:21:44 PM »
It seems the more intact armor segments, the higher likelihood it will be boardable.

If true, this would be very important to know, hmm.   Interesting, that'd change optimal tactics a bit for sure.  Although, I suppose that it is always optimal to focus fire a small area of the armor.    ;D  lol

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