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Messages - Serenitis

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1306
Lore, Fan Media & Fiction / Re: Eventide
« on: December 01, 2015, 12:07:39 PM »
Stationary orbit refers to a specific orbit around a planet or a moon which has same cycle length as the planet(or moon)s' revolutionary cycle. Any satellite in this orbit remains same position relative to a point on surface. On the Earth, it is something like 30,000km above surface. On Eventide, it would have to be far, far away. A day is(or is nearly) an year so cycle is longer.
And due to being further away the mirrors would have to be much larger to achieve the same effect. Like approaching "that's no moon" large.
Either that or create an even bigger hugenormous mirror to sit at L2.

[edit]
I'm trying to have a go at working out exactly how far out the mirrors would need to be, but I've got as far as figuring out Earth has an equatorial velocity of ~460 m/s-1. If it were tidally locked it would have a Veq of 460/365 --> ~1.2 m/s-1. Big orbits required to hover over something going that slow. How big? I don't know, my head is literally swimming looking at these formulae. I am awful at numbers.
Not touched this stuff in nearly 20 years. Damn yooooooooooou spaaaaaaaaaace gaaaaaaaaaaame!

1307
General Discussion / Re: .7 just isn't fun ...
« on: December 01, 2015, 11:27:19 AM »
To be honest, I kind of agree with OP. A little bit....
Once you get yourself set up in a "comfortable" ship you're mostly fine. It's just getting there that's such a complete chore, and I struggled with this (and probably will again) because I don't like flying frigates and am utterly terribad at it. (They're too twitchy and too fragile.)

As soon as I can get a destroyer I can do all kinds of hillarious stuff, but until then the whole thing is basically a running away simulator in which the pursuer always has the advantage.
I will honestly take any destroyer over any frigate. I just can't fly frigates well at all even with turn-to-cursor on.
Nothing about the game here, it's just me being awful at something everyone else seems to be amazing at.

1308
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: November 30, 2015, 12:28:00 PM »
Awaiting next opportunity to perform random hijinks with bootleg Aurora and Pinkmule.

All aboard the soontrain.

1309
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: November 30, 2015, 12:08:24 PM »
http://imgur.com/a/JoHKk

Mshadowy cooking up some portraits in exchange for music.

lol
The dude with the ciggy has a tiny Blackrock mirror stuck to his cheek.

1310
General Discussion / Re: 0.7 feedback
« on: November 30, 2015, 11:47:26 AM »
Personally I feel that the faction "anger" mechanics could work pretty well more-or-less as is.
It just needs to follow the "rules" we already have in the game - ref: faction relationships.

eg: A faction will never become angry with you for doing missions for another state it doesn't care about, but it will if you do missions for a state it doesn't like.

So you end up with the game having several "modes" depending upon which faction (if any) the player decides to cosy up to.
Spoiler
Casual Mode - Neutral Traders & Sindrian Diktat
No natural enemies, player is free to do whatever they please so long as they don't make an arse of themselves.

Easy Mode - Hegemony
1 Natural enemy, with a shared system for lots of back and forth battles. Many decently sized markets with abundant opportunity for trade missions.

Normal Mode (Green Flavour) - Luddic Church
1 Natural enemy. Small number of markets with limted scope for trade. Isolated position means lots of fuel use.

Normal Mode (Blue Flavour) - Tri Tachyon
2 Natural enemies, with a shared system for lots of back and forth battles. Decent number of markets but small sizes and quite spread out, decent trading.

Hard Mode - Pirates
5 Natural enemies (ie; everyone else). Very small markets spread out, fuel and supplies at a premium. Trading is good but you'll have to do more of it for the same as the batch sizes are much smaller.

[close]

1311
Lore, Fan Media & Fiction / Re: Eventide
« on: November 29, 2015, 02:59:23 AM »
Best gif.

The market condition description is incorrect, then.  It should be more like "one days is one cycle of the seasons" or something.
If a planet is tidally locked, it doesn't have days at all.
The planet rotates so that one side faces the star. The opposite side faces empty space. And there's a band of twilight in between.
Forever.

Same thing with the Moon, which is tidally locked to Earth.
The Moon always looks the same because it rotates once for every orbit it makes so the exact same spot stays facing the Earth.
This is the confusing thing. It doesn't look like its rotating, but it is. And it's why I really liked that Eventide appears not to rotate in the "large" display because it differentiates it in a manner from which it is easy to infer its circumstance.

Description should be something like....
Spoiler
Eventide is a tidally-locked world that was found to otherwise be an ideal candidate for terraforming. Eventide does not possess an appreciable day/night cycle, leading to one hemisphere baking under a permanent mid-day sun while the other freezes in darkness. Between them is a narrow band of twilight constantly battered by energetic winds fuelled by the constant barrage of solar heat. Judicious employment of stellar mirrors and shades allows ideal conditions to prevail in large pockets of carefully maintained territory where the majority of the population is settled in leased urban cantons surrounded by vast aristocratic estate-plantations.
[close]

1312
General Discussion / Re: A day in the life of anyone in starsector
« on: November 29, 2015, 02:12:31 AM »
I just want to know how much flak the guy who made the decision to declare you a traitor who needs to be killed on sight for no reason whatsoever is getting once you start tearing their fleets up.

"Hey Bob, you know Linnis?"
"Yeah. I had them declared a traitor and put out a death warrant for them. Dangerous."
".."
"What?"
"Linnis? Person who's been hunting down pirates nonstop in our systems? Who single handedly reduced our trade convoys's ambush rate by 25%? Who solved four famines affecting our core worlds within the last two cycles, saving millions of lives?"
"Yeah. Caught them talking to a Luddic. Scary business"
".."
"Damn, Roger, did you see the news? Fleets have been getting decimated around the sector. Have you heard anything about that?"
".. You know what Bob? You're in charge of stopping whoever is doing that. Godspeed."


1313
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 29, 2015, 02:04:22 AM »
Speaking of forgetting things....
I seem to be making a habit of doing a ton of stuff in hyperspace forgetting my transponder is off and then getting shouted at by patrols when I enter a system.
Some kind of obvious feedback for this would be nice.

1314
Suggestions / Re: Hull mod suggestion for Hardened Shields and Blast Doors
« on: November 28, 2015, 02:32:06 AM »
It would be nice if Insulated Engines gave you a passive reduction to your sensor signature which just happened to be enough to mitigate the penalty of Augmented Engines.
Or at least a decent portion of it.

On the topic of unused mods: Omni Shield Conversion
I don't think I have ever used this mod.
Way too expensive considering it cuts the shield arc in half, and the only ships that could really benefit from it can't afford the OP to fit it.
Cutting the shield arc is not a problem, but the more than prohibitive cost is.

1315
Suggestions / Re: Venting with safety overrides lowers shields
« on: November 28, 2015, 02:16:45 AM »
Tbh, I don't think having the burn drive be "all or nothing" would be that bad.
9 times out of 10 you're going to want the full duration anyway.

So long as passive dissipation still happens during a burn, taking that away would be pretty horrible. :P

1316
General Discussion / Re: Your favorite faction
« on: November 28, 2015, 01:55:47 AM »
Hegemony.
Flying clunky metal boxes covered in guns really agrees with me.

Id love to get the diktator feeling in there some more, fly there versions Swastika and SS logo a little more on their ships. Along with fashionable and little skull wearing officers!
Hege ships have a slate grey body with an orange/white chevron.

Diktat line ships could be silvery grey with a diagonal purple stripe.
And Lion's Guard ships could be purple with a pair of silver diagonals.

TT ships could be sky blue with a set of silver/white racing stripes running front to back.

And Luddic ships could be dull olive green with a red on white roundel somewhere prominent.

Also for the future:
Persean ships could be black marked with yellow 8-point stars on a dark blue roundel.

Ko Combine ships could be a dull red with white diamonds and/or left to right stripes.


1317
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 27, 2015, 02:32:05 PM »
Sabot pods do seem quite uncommon, along with railguns. Only seen one of those so far.
Squalls and Locusts only seem to appear in black markets for me (probably my Jonah level luck in play).


As for a harpoony Dominator, i agree that it should be quite good.
Btw. I'm having more fun with a Dominator harpoon boat: insane armor-check;tons,o,missiles-check; long range pew-check; imune to missiles/fighterswarms-check. Cheap ass ship-CHECK.

This is my default Dominator setup.
Harpoons are amazing things because they kill anything, even if some things are better than them with certain targets. Which is really great for a ship which can't twist about all over the place.

H. Pods for missiles. Heavy autocannons on the wings, flaks in the mediums, and PD all over the tail. Anything else in whatever is left.
It can take on literally anything that isn't a massive murderball as a flagship, and makes for a pretty decent AI buddy.

1318
General Discussion / Re: 0.7 feedback
« on: November 27, 2015, 11:40:07 AM »
So the gist of this thread seems to be that players just want an arcade game where the only thing they have to worry about is how big their guns are and what ships they choose to play with; anything that involves strategic planning and thought (CR, sensors, making due without the exact ships/weapons you want) is too much to handle. Gotcha.

Poor Alex, I suppose this is side effect of having the game stay a particular way for a solid year - players get too used to how the game was and fail to realize that the game still has some large changes ahead.

To be fair, as technically amazing as 0.7 is, 0.65.2 was a fair bit more fun to play.
Less complexity, no hassle regarding finding or avoiding things, factions didn't automatically hate you for carrying boxes with a different colour than thiers, and the whole thing was just far more accessible.
In my (incredibly biased) opinion 0.7 would have been incredible if it were 0.65.2 with battle joining, officers, and cargo missions added to it. But again, opinions and preferences etc.

Maybe things will change? Maybe we'll get used to 0.7 and wonder what we were ever talking about? Who knows....

1319
General Discussion / Re: Safety Overrides Builds
« on: November 27, 2015, 02:22:23 AM »
Spoiler
[close]

It would probably be better with HMGs instead of autocannons, but I don't have any of those.
Effective as it is I think I still prefer the "standard" build more, I'm not really a huge fan of hurryhurryhurry.

1320
General Discussion / Re: Going dark no confirmation?
« on: November 27, 2015, 01:58:26 AM »
I will admit to being a derp and double pressing "go dark" for ages before realising that was doing essentially nothing.

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