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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Sy

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16
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: January 27, 2019, 01:38:42 PM »
i quite like the new colors, never was a big fan of the oversaturated yellow. i'm not generally much into beige, but this looks more bronze to me, which i think fits the Imperium quite well. and the small but high-contrast dark red stripes really make it more unique too.

and the underlying ships themselves are obviously way better quality in just about every way. ^^

two small criticisms i've got: the front half of the Legionary looks a bit too.. smooth, imo. for such a heavy destroyer, i feel overlapping armor plates like on the Invictus would fit it better. and i find the fighter bay lights on the Princeps look too much like neon lights mounted on the outside of the ship, rather than glows 'spilling out' from inside the bays.

17
Mods / Re: [0.9a] Ship/Weapon Pack 1.8.0
« on: December 25, 2018, 06:44:15 AM »
Putting Plasma Burn on the Zenith was a good idea. It fits the Zenith really well. A bit too well, actually. The combination of Plasma Burn and the 0.9 large energy weapon changes have turned it into an alpha strike monster. It could stand to have less capacity so that when it jumps on and horribly murders something, other ships have a chance to punish possible overextension.
i haven't played with it myself yet, but that was my feeling as well. i didn't like the Zenith before, because it was just so lacking in mobility, so i'm really happy with the change. but it might need to get a bit less firepower in return, either through flux stats or through some of its forward-facing weapons having their arcs changed to the side, or something like that.

18
Mods / Re: [0.9a] Ship/Weapon Pack 1.8.0
« on: December 20, 2018, 03:46:55 AM »
Personally, I'd think having the blueprints obtainable would really decrease the interest and value of the otherwise-unique IBB ships.
i think so too. it's not like the IBB ships are inherently more fancy or interesting than a lot of the great common(ish) ships from the various faction and vanilla-like content mods. what makes them special is that they are so rare, and that you're never guaranteed to be even able to obtain one at all.

so the moment there is an option to turn them into common(ish) ships that are obtained just as easily as any of the more rare vanilla ships, they will cease to be interesting enough to warrant using that option, imo. ^^

19
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: December 10, 2018, 05:56:46 AM »
How fast does minor negative rep degrade?
I mean, for instance, you now get a -10 rep with one faction, how long does it take to drop back to 0?
it doesn't. reputation in starsector stays constant unless there is something specific that changes it. so for example, if you do a lot of bounties or exploration missions, your rep with many of the major factions will probably slowly increase over time, or at least stay fairly constant despite colony-related events decreasing it a bit every now and then. but if the minor rep penalties are the only things affecting it, it will decrease over time from repeated penalties, rather than trend towards neutral again by itself.

20
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« on: December 04, 2018, 10:06:55 AM »
looks amazing! O:

really only minor criticism i've got is that the spurs don't fit very well with the smooth curves and bright colors of other SRA stuff, imo.. but that's also kind of a vanilla problem, the thin vanilla spurs kinda stand out from the rest, and not in a good way.

21
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« on: December 04, 2018, 10:02:01 AM »
Like Bastion above, I'm not bothered if the IBBs were to be excluded in a first 0.9 compatible release. I mean, the IBBs are nice, but I use SWP primarily for the great variety (and quality!) of ships and weapons that it provides.
same for me. i appreciate the IBBs, but the main thing of this mod for me are the common ships and weapons that fill gaps in the vanilla lineup, like Vindicator, Archer, Eos, Heavy Ion Blaster, Aegis, etc.

22
Suggestions / Re: Easier multi-stack transfer
« on: December 03, 2018, 06:49:58 AM »
yeah, i agree, i feel it would work better as button + click + drag, rather than just button + drag, whether with ctrl or alt.

23
Suggestions / Re: Easier multi-stack transfer
« on: December 02, 2018, 04:03:54 AM »
Alex already added such a function in 0.9, but it's disabled by default. you gotta change "altMouseMoveToMassTransfer" in settings.json.

it's a bit flaky, which i assume is why it's disabled, but i still find it a great QoL addition.

24
Suggestions / Re: Leave salvaged ships in orbit.
« on: November 28, 2018, 06:56:07 AM »
if you find the ship while exploring a fringe system, you can just choose not to do anything with it for now, and come back at least with enough fuel to haul it back to storage somewhere, even if you can not yet afford the supplies, crew, and weapons to actually make good use of it. these ships don't despawn.

that doesn't work with finding one floating around the core worlds though, from a recent battle. for that, i agree it would be nice to be able to stabilize a ship in orbit of a nearby planet or star, and come back for it later... although putting a usable Onslaught in orbit around Barad might not be the most reliable means of storage.

25
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 28, 2018, 06:27:44 AM »
Do enemies never have Electronic Warfare any more? I don't recall ever seeing the enemy's ECM rating at >0% without a sensor array.
i saw it at least once, though i can't remember against what fleet. it certainly seems very rare, and not just against pirates.

at least the various faction fleets should probably have it commonly.

26
i think SCs should just be waaay less common that they are now. in the pre-relase teasers we got, it sounded (to me) like they were extremely rare, to the point where even a small chance of stealing Sindria's would be worth putting a large amount of resources into raiding one of the most well-defended markets in the sector.

now, they are so common that, once you have a couple large colonies, you can easily flood the market with massive amounts of fuel exports and way outproduce Sindria, even without taking away their SC.

i'd say SCs should be at least as rare as Pristine Nanoforges, perhaps more so. so finding one really would be incredible luck and a huge boon, and raiding for a chance to steal one might still be worth it by the time you have the military power to actually pull it off.

if that makes player fuel production too limited, the current +3 bonus could be exclusive to Pristine SCs, similar to NFs, with a more common Corrupted version giving +1.


as for the actual thread topic, i agree it would make sense for Sindria wanting to buy these from you in the same way they would AI Cores.

27
Even just player-blue and indie-grey would be better than now.
agreed. ^^
Quote
Could have fun and let the secondary color be whatever faction you've commissioned with.
that does sound kinda neat, but it would also mean i'd often end up with a color i don't actually want, based on what faction i choose.

28
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 27, 2018, 09:50:51 AM »
i think the new one is much better, overall. yes, it lost dps and anti-armor effectiveness, but it still remains pretty good in both of these, and is way more efficient. the massive flux cost coupled with really poor flux efficiency of the old one made it not worth using on most ships, for me.

edit: ninja'd ^^

29
i'd like to see this as well. since there already is a dedicated panel for setting up cosmetic details of your faction, i feel it could have some color options as well.

if keeping a good selection of colors still different enough from other factions is a problem, the player faction could become the only vanilla faction that uses a two-color fleet circle. since it is a very special faction, having a special visual identifier would suit it, imo. the secondary color could remain something relatively neutral like light grey -- or simply be picked just like the primary color.


Ughh where do you even change that? I tried clicking on every screen where I saw my flag yet nothing opens up.
you currently can't change it in-game.

30
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 27, 2018, 09:15:40 AM »
I am not an advocate of cluttering the ship info panel more than it already is, but we really need to be able to see deployment cost before we make purchasing/salvaging decisions about ships. AFAIK the info is only available when actually deploying.
deployment points cost is the same as supply cost to deploy, which is already in the info panel. the only difference between the two is that various modifiers that reduce or increase the supply cost (like from d-mods) don't actually affect the deployment points cost, aka how many ships you can deploy into battle at once.

Quote
An Apogee, with a large energy mount and a 0.6 shield/flux ratio, costs 18 to deploy, while an Aurora, which has zero large mounts and a 0.8 shield/flux ratio cost 30 to deploy. I am aware there are many other differences between these ships, but I think the ones I highlighted would give anyone pause when becoming aware of the respective deployment costs
i think Aurora's DP cost is entirely justified. if anything, i think it might still need a bit of a nerf. its speed is an extremely powerful advantage over almost all other vanilla ships, even including some of the slower frigates.

i do feel that Apogee is a bit too cheap at 18, though. i think it should have the DP cost of an Eagle, not of a Falcon. so in that respect, yes, i agree that the difference in DP between Apogee and Aurora is a bit too large, though not by much.

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