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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - RickyRio

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Bug Reports & Support / Hostilities: Hegemony / Hegemony
« on: January 17, 2016, 01:51:29 AM »

Im not exactly sure how this happened... But here is my best guess as to what caused it.

I had a Hegemony Commission.
I wanted to switch to Independent Commission
I attack a Hegemony patrol sending my positive standing to -50
I proceed to switch my Commission

This pops up about a month later in game.

(Side note: I edited my Tri-Tach standing from -100 to 0 just before this all occurred, but I do not think that should have influenced it)

Just lost a good early/mid game setup due to three 15+ ship fleets chain engaging me while I was trying to use a jump point to hyperspace. Is there a specific reason jump points take a few seconds after leaving a battle to become intractable?

Just some ideas about how more depth could be added to boarding without making a new game mechanic.


Ships could have a "boarding multiplier" that determines how hard they are to board, ie: all boarding actions against this ship get multiplied by .75
this allows civilian ships to be much easier to board (they could have a positive multiplier) while military ships would often be much harder

Some ships could be made for boarding actions, and have an innate hull mod that modifies your own boarding chance.

Crew and marines:

I am not sure how the numbers work currently but for the defending ship I would make sure that their defense is based on the crew and marines they still have alive.

Numbers thrown at the wall

Green crew = .5
Crew = 1
Vet Crew = 2
Elite Crew = 3
Marines = 5

Then the attacking marines get summed up against the defending crew, relevant multipliers applied and random elements added.

I took my hegemony standing below 30/100 and Tri-Tac is still investigating me every time I go above -30/100

Do I need to take this stuff down to the negatives or is it hard set after you get good standing with one faction?

General Discussion / Re: Gryphon Missile Cruiser
« on: November 23, 2015, 08:48:41 PM »
i think the forge should be alot like venting in that it disables weapon fire and refills the missiles over 4-5 seconds.  maybe generates some flux.

I dont think this is necessary considering the MASSIVE CR cost involved in using it. That having been said I do agree it should generate more flux than it does currently and perhaps have a 15-30 second cooldown, just to cut down on the torpedo spam.

The Squall has a listed range of 2000. in battle the missiles seemed to be timing out rather quickly compared to harpoons (range 2500)

Testing in simulator it seems to be an issue with pilot skills (Missile ROF or flight speed I would guess)

Pictured: a squall firing and a harpoon as it times out (the farthest missile)

With pilot skills

Without pilot skills.

General Discussion / Re: Having a hard time finding Heavy Blasters
« on: October 22, 2014, 08:06:48 PM »
Welcome to the forum  :)

Heavy blasters are military restricted technology. There are three ways to aqcuire them that I know of.
You can buddy up with Tri-Tachyon until their military markets will sell them to you.
You might find one or two on the black market at Tri-Tachyon stations.
You can destroy Tri-Tachyon (and maybe some independent) fleets to salvage them.

Thanks :)

Just managed to find a pair on a tri-tachyon black market. I had been checking their military markets and not seen a single one.

General Discussion / Having a hard time finding Heavy Blasters
« on: October 22, 2014, 07:35:32 PM »
Recently bought the game, really enjoying it so far.

I have made a trip to every station I could possible visit (not counting pirate bases) and I have not found a single Heavy Blaster other than the one I have started with.

Trying to run a fleet of 3 Wolf Frigates and It seems like the best weapon for the forward medium energy slot, I just cant seem to find them.

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