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Messages - Igncom1

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46
General Discussion / Re: dominator vs eagle 1v1
« on: September 24, 2022, 10:24:14 AM »
I mean even a hound can beat a dominator if it can flank it.

Speed and manoeuvrability is very strong in star sector and some ships are more vulnerable then others to it's effects.

Dominators do extremely well when their flanks are protected, but can be easily hard countered by anything with an anti-armour weapon if flanked.

I mean there is even a scenario battle that has a couple high tech ships killing a battleship on their own, which is possible because of low techs general weaknesses.

47
General Discussion / Re: Show your personal ships.
« on: September 23, 2022, 09:57:20 AM »
I only have MS paint level skills unfortunately.

I'm on a real retro atomic rockets thing right now, so if I had to make a ship it would be a raygun equipped rocket destroyer of some sort.

48
General Discussion / Re: realism
« on: September 15, 2022, 12:00:57 PM »
Why choose between a smart missile and a fighter when you can just have Ludds finest pilot torpedoes directly into the enemy!

49
General Discussion / Re: realism
« on: September 14, 2022, 11:27:13 PM »
When it comes to fighters, unlike down here on earth where you have boats in water, submarines under, and aircraft in the air rather then water above.

Space is just space. So a space fighter is more like a skiff with a naval gun attached then a F-35.

And we certainly have had success with torpedo boats for shore defence, but largely ship battles don't have lots of torpedo boat carriers but involve gun battles between ships due to the ranges involved. With larger ships like destroyers or cruisers packing torpedoes of their own to do the job of torpedo boats.

So in that essence space fighters don't make a lot of sense to be the main stay of your space fleets.

Of course that is before we get into the issues that space travel is more like being in a plane then a ship so if anything we should ONLY have space fighters and not battleships. But perhaps I am digging too far into stuff that I already wasn't qualified to discuss  ;D

50
General Discussion / Re: Tech-mining for Domain artifacts
« on: September 07, 2022, 07:52:22 AM »
Wish there was more interactions with de-civilised populations as well.

51
General Discussion / Re: Tech-mining for Domain artifacts
« on: September 07, 2022, 04:11:20 AM »
You'll get far more from surveying and salvaging then tech-mining, ultimately.

Does feel weird that one salvaging trip to a planet can net more goods then a decades long tech mining operation. But I suppose it's probably quite easy to spot an anti-matter fuel refinery from orbit.

52
General Discussion / Re: Tech-mining for Domain artifacts
« on: September 02, 2022, 11:37:57 AM »
I could see Tech-Mining be exp[anded to also be a kind of ship breaking and scavenger fleet launch point kind of industry, with the player collecting profit and loot overtime from the sector and potential second-rate ship offers if they want to buy other peoples scrap which you don't have blueprints for.

Like this Month: Scavengers and Tech-Miners earned you 200,000 and found these rare items: Blank X20, they also found a relic item and are offering it at double the usual cost (pristine nanoforge for x2 it's worth), Shipbreakers have also received a 2 D-mod 14th Onslaught ready to be salvaged from the Hegemony, but you can buy it for a 50,000 deposit and it will be fixed up and sent to your storage port, or scraped for 150,000 credits profit.

Which now that I think about it does sound like a slots machine, but yeah I'm thinking of it like that, a second hand salvage market for goods of some sort.

53
Blog Posts / Re: Hostile Activity
« on: September 02, 2022, 08:17:39 AM »
I guess it's so you get them one at a time rather then being absolutely dog piled by half of the sector at once?

54
Blog Posts / Re: Hostile Activity
« on: September 02, 2022, 02:21:42 AM »
I wonder if this system will apply only to the player will there be global events that effect particular factions for various reasons? Such as the piracy and panther events?

55
Blog Posts / Re: Hostile Activity
« on: September 01, 2022, 11:10:55 AM »
"Does this unit have a soul?"

"Yes 03, we all have souls. You ask me every Monday morning..."

56
Blog Posts / Re: Hostile Activity
« on: September 01, 2022, 10:47:29 AM »
Huh we were all just discussing stuff like this! Sounds pretty nice, looks like it'll tie in nicely with the contact and bar mission system as well.

57
General Discussion / Re: What starsector could have been
« on: September 01, 2022, 05:35:01 AM »
Yeah it's all about that feeling. I've seen systems swarmed by pirate doom fleets and the major factions don't seem to have any way of dealing with them beyond attrition of small patrol fleets. Those pirate bases rarely go down on their own (I did catch mercenaries taking one down just the once, in all my play time.) but you'd figure that the pirates and panthers would regularly have their stations blown away by expeditions from the majors once their bounties wear off.

And not to mention then when push comes to shove the major factions and their worlds should be 100 more garrisoned and stable then anything the player can build. When needed a Hegemony military port should be unleashing whole armadas on threats to their systems, with privateer bounties covering the time needed for them to deploy and fix it themselves.

58
General Discussion / Re: What starsector could have been
« on: August 31, 2022, 03:02:51 AM »
Yeah I guess it's mostly just the thematic of it. They are at 'war' but are more in some kind of skirmish or cold war or a flashpoint that fizzles out.

59
General Discussion / Re: What starsector could have been
« on: August 30, 2022, 12:30:32 PM »
True there is a lot of dynamics that could be made out of the rather flat reputation system. Currently I just use my rep as currency for committing piracy..... on the factions who like me.

Like, that is INCREDIBLY psychopathic but it is really fun knowing that if I fight a system bounty against pirates I get rewarded with the ability to safely raid their trade fleets for even more money.

Everything is kinda static in the end. The factions declare war on one another but it's basically meaningless. Trade deficits rarely do much more then affect costs, let alone simulate the collapse of an economy. Panther attacks and pirate raids with massive battlefleets do little more then gum everything up when they are all sending more ships to do this then any system defence I have seen outside of a player, they should be MAJOR historical events where everything shifts but nope.

I do really like the game, but yeah it's a little static with events that happen that should NOT be static at all. The standalone missions tell of significant battles that happen every day in starsector, yet the ones we find on the campaign map don't really mean anything.

The main story line does a little better however. I've never had a station leader call me over in the bar to war me of my actions before. Frankly the whole sector could do with being more talkative. When are TT going to release sector twitter?

60
Well different strike craft are good at different things, and also act in different ways.

Most interceptor and fighter only carriers will assign their strike craft to escort friendlies rather then attacking enemy ships which can reduce their ability to take down enemy ships. So issuing fighter strike orders on enemy ships can make your carriers send out their craft to strike enemy ships more often.

Fighters like broadswords are pretty great at taking down enemy shields and putting down flares to distract PD. But you might need fighters with energy weapons or he weapons to deal with their armour. Bombers are pretty good at doing what they need to, they go out and strike enemy targets. Escorting them with a fighter that has flares can increase their chances of hitting enemy ships without being intercepted with point defence.

Frigates like the Tempest are generally just really good ships and can easily punch above their weight, destroyers like the Enforcer can tough out most battles with their armour and decent package of ballistic weapons and small missiles.

In battle with carrier heavy fleets I'll order my carriers to rally to a point on the map behind a capture point, and then order my gunboats to rally to a point ahead of a capture point to try and keep them ahead of the carriers when they try to drift into firing range as the silly beasts tend to.

Carriers aren't as strong as they used to be but I'm still getting effective results from carriers. If you want to bite the cost putting converted hangers on your destroyers can let you pump out far more fighters then you might be expecting. Watch the enemy formation and where the battle flows and try to assign fighter strikes on opportune targets. Getting your carrier fleet to focus on a few targets at once can help you concentrate your fire-power into a more effective form.

For station battles I'll often assign my carriers to points just outside of the range of the station and then order the station to be fighter striked so that the carriers will focus on bombarding the station over and over. Without solid gunboats it can be hard to make much early progress but there is no greater feeling in the world then having a dozen torpedoes rip a station section apart!

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