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Messages - VuNut

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31
Blog Posts / Re: Planetary Surveys
« on: June 12, 2016, 04:15:58 AM »
A good but not essential benefit of upping the survey skill could be forewarning of possible temporary negative events that a planet can have, maybe letting you start the outpost with the countermeasure(s) already applied at a small discount.

32
Blog Posts / Re: Planetary Surveys
« on: June 11, 2016, 06:50:47 AM »
Speaking of discovering unexpected things, it'd be pretty amazing to survey a planet and discover that there's a rudimentary colony there already; one that has been isolated since the collapse and never managed to reach anyone or get back to space. There's bound to be a few, especially on the low-risk worlds.

33
General Discussion / Re: How would you play PvP Starsector?
« on: May 26, 2016, 10:11:43 AM »
I wouldn't. It'd be dominated by ridiculous player fleets that have nothing but paragons and onslaughts in them, with a sprinkling of afflictors.

34
Suggestions / Re: Flux Fatigue
« on: May 24, 2016, 02:40:40 PM »
Aiming computers don't suddenly forget how to lead targets properly just 'cause the pipes are running a little hot.

Not disagreeing with your points, but computers are MASSIVELY affected by temperature. The current consumer-level computers in use today are fairly robust in the environments they're intended for, but they have strict maximum operating temperatures that if exceeded (ignoring that modern hardware is designed to shut itself down immediately in that case) causes performance loss, malfunctions and permanent damage. And that happens before you get to water-boiling temperatures.

A computer won't forget what it is programmed to do, but it could well lose the ability to it quickly and accurately.

35
It's rather simple. Dock at a station/planet belonging to the faction you're currently signed on with, there should be an option in the special functions menu to leave the faction. When you're not part of an existing faction, capture something and the player faction (by default called "Followers", you can heavily customize them in Nexerelin's config files to suit your tastes) will 'arrive' in the sector.

Capturing a station is likewise fairly simple. All you need are marines. The higher the size, the more you will need, and the larger the fleet that will be dispatched to fend you off. Using saboteurs and agents can make this significantly easier. All these can be accessed through the special functions menu as well.

36
I shall also quote from the Doom's description:
Certain unnerving psychological phenomena have been reported by sensitive crew members after enduring many rapid phase-shifts in combat conditions. Domain Navy reports on the subject were never declassified and are thought to have been lost since the Collapse.

At least you don't need to worry about warp storms and chaos demons, eh?

37
This... isn't how phase works in SS. You are either in phase, or you are not.

In my opinion the low power phase field is not enough to trigger the transition to p-space, but is enough to significantly mask the ship's sensor profile. It's much more likely to be running at <1%.

Also, being phased constantly generates hard flux, and it is implied that the ship needs to be readied for combat (phase cloaks are disabled at 0% CR) to use it.

38
General Discussion / Re: What's your fleet?
« on: May 07, 2016, 11:51:20 PM »
Now that I'm not using a silly fleet...

Spoiler
[close]
From top to bottom:
  • Valiant Versatile Wing (Fighter) x2
  • Vapor-class Frigate x2 - Interceptors
  • Hayle-class Destroyer - Standoff
  • Calm-class Destroyer - Anti Frigate/Fighter
  • Sledgehammer-class Destroyer - Assault, Smaller Alternate Flagship
  • Fractus-class Carrier (Destroyer) - Support
  • Haze-class Cruiser x2 - Assault/Support
  • Maelstrom-class Battlecruiser - Assault, Flagship
  • Stratus-class Combat Freighter (Destroyer) - Anti Frigate/Fighter
  • Shear-class Tug (Frigate) - PD, Non-Combat

The doctrine behind the fleet is simply to overwhelm with as much focused missile ordinance as possible; Destroyer and up all have ECCM and expanded missile racks where possible. Strong PD is another focus. Anything destroyer or smaller gets annihilated handily with sheer alpha strike, and kinetic focused weaponry helps set up anything larger for the same. The Maelstrom is similar, but instead it's designed to (recklessly) wade through escorts to take out capital ships.

The theme is Diable, though I do use weapons and a ship not of that faction.

The Maelstrom solos like a champ, but I prefer to do proper deployments, if only to see the map fill up with little green blips and the initial spam of disabled frigates.

39
General Discussion / Re: What's your fleet?
« on: May 04, 2016, 02:20:29 PM »
A big ol' pile of Calm-class destroyers. Full of lag inducing, explodey goodness!

Spoiler


[close]

40
General Discussion / Re: 4 years....
« on: May 04, 2016, 02:09:29 PM »
Didn't buffalos used to be affectionately called 'piƱatas?'

Sure did, but they have always been capable of being dangerous if taken lightly. Not particularly worth buying but they're not unusable.

41
General Discussion / Re: 4 years....
« on: April 30, 2016, 10:39:32 AM »
I don't entirely understand that mentality, I bought SS somewhere around two years ago. Played a bit then put it down when something else grabbed my interest. I've been picking the game back up every update since, and the progress made (and steady increase in how long I keep playing every time) is very satisfying to see.

In terms of raw price-per-hour of entertainment, SS utterly blows finished games out of the water for me, and I'm far from done with it.

42
Suggestions / Re: AI Should Respect Autofire Setting
« on: April 21, 2016, 05:36:02 AM »
Oops, I thought grapeshot came from SS+.

43
Suggestions / AI Should Respect Autofire Setting
« on: April 21, 2016, 02:04:36 AM »
I'm noticing that the AI invariably overrules the autofire settings made in the fitting screen.

Simply put, if autofire is on at start, the AI should try to leave it on regardless of what weapon and mount types are in that group. Reasoning being that, despite what the AI thinks, sometimes you just want a weapon to be firing wildly at every opportunity even if it's not strictly intended to be used that way.

For instance, I have a forward facing hardpoint with a railgun on it. I want that to always be firing without the AI (or myself) needing to control it. The ship itself has the passive venting to support it.

(Mods in use here are: Nexerelin, SS+, Blackrock, Shadowyard, Junk Pirates, ASP, PACK)


(Note that this is the grouping given by hitting the Auto button, the only alteration is setting the railgun's group to autofire.)

But the instant the AI takes control...

It turns it off. And proceeds to horribly mismanage the weapons. The workaround is, obviously, to put the gale cannon and railgun in the same group, but this is not at all ideal given the range disparity and results in suboptimal behaviour.

This is just one example of the times a loadout has not worked purely because the AI mishandles it. I can't imagine that I'm the only person to run into this problem?

44
[snip]

Judging by how armour reacts to explosive damage I'd expect that starship armour in SS is designed to absorb as much force from sub-surface explosions as possible, being quite 'soft' (which doubles up for absorbing raw kinetic energy nicely), while the actual hull is more rigidly designed to channel (if not reflect) explosive shock to the armour through the connecting structures. Highly destructive to armour, but understandable as the alternative is the blast going through the interior and wrecking crew and vital components.


On topic: all the bloody time. So much for overconfidence being a 'slow, insidious' killer.

45
If there's only fighters left and they're refusing to retreat, there's probably a carrier hiding out somewhere.

A ship's CR/peak doesn't tick down if they're faced with ship(s) much smaller than themselves, which makes this a non-issue in later stages of a campaign. If you're still primarily using frigates then there's nothing for it but to note when an enemy has a carrier and make taking it out a priority. Watch the map when you're killing fighters and note which way they're coming from.

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