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Messages - Soda Savvy

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Suggestions / Re: Very Easy Difficulty
« on: October 26, 2021, 08:22:05 PM »
I'm vaguely reminded about my time messing around with Total War Warhammer. I had a lot more fun in the actual combat than messing with the overworld.

Starsector is good enough on both that I have fun with both modes, but I do understand the idea behind certain parts of gameplay just not clicking that well.

Especially when the combat is already so good that if one doesn't get along with the strategic side it can feel like adding a city builder to Street Fighter or something equally silly.

Suggestions / Re: Bombardment mission only against open hostility
« on: June 14, 2021, 01:17:16 PM »
As bombarding planets disrupts my ability to turn a profit(along with blowing up potential vacation spots), I should have the option to shoot the meat calculator requesting such actions to begin with.

Suggestions / Re: Nerf the doom cruiser
« on: June 05, 2021, 02:10:23 PM »
Ignoring that half the time phase ships are (for me at least) annoying to fight and boring to play, the Doom's system is just dull. It's the equivalent of a 'Spawn Bomb on Target' console command.

Why can't it have something more interesting and befitting the name Doom, like a ship system that shuts off flux dissipation in the target, or locks the shields on for a few moments, or shuts down fire control for point defense.

Each of those are things that don't take away control from the player when on the receiving end, but force an immediate reaction of some sort to avoid imminent doom, while still suggesting imminent doom. All three also would require the Doom to dephase and engage directly, while still risking return fire.

Blog Posts / Re: A Tale of Two Tech Levels
« on: June 05, 2021, 01:57:38 PM »
How does the new shieldless ship deal with Omega weaponry with all their armor eating and whatnot?

Suggestions / Re: Fog of War on outer stars
« on: May 21, 2021, 04:42:55 PM »
Behold, it has already been done! To a degree at least.

Not sure if it would still work with the current version though.

I recall it being a bit annoying after a while, basically turning the hyperspace map into a new and improved version of bobbing for sensor contacts.

Fighters and Bombers in the game are literally made by autoforges on the carriers and sent off to get blown up in short order. They don't have a lifespan beyond ordnance delivery half the time, and I'm pretty sure none of them ever actually survive an entire fight outside of really small skirmishes.

This doesn't make sense in a setting that has factions fielding fleets of thousands out of populations of in many cases less than a few million. Signing up to be a pilot, or being drafted to be one, is basically a literal death sentence and just throwing lives away from a constantly shrinking pool.

All fightercraft should be drones remote piloted from the carrier. Maybe the further away from the carrier they get, the worse their performance can get due to light lag and enemy ecm/eccm. Actual drone fighters could avoid any such negatives by virtue of having an onboard ai core.

Or just straight up the ability to tell the idiot that you need its help on another planet, or with your fleet fighting space gribblies.

General Discussion / Re: A Professional Critique Of Story Points
« on: May 03, 2021, 06:31:01 PM »
Maybe the problem in certain cases is that the options to circumvent the regular rules are tied to the points, instead of tied to dedicated alternatives?

Instead of using a story point to escape an ambush, have an option to do something like a 'Tactical drive field collapse' or something similar that can't be done again until you both get to a shipyard and purchase a supply limited(as in, planet Y only makes X per cycle) item. It's there for when you really need it, it makes more sense, and it can't be spammed.

For speech checks, why not tie that to faction reputation or fleet size? It's easier to threaten a pirate when you have an Onslaught. It's easier to talk your way out of an inspection if you're well known and liked. But don't do it too often or they might call your bluff.

Hull Mods is a whole other can of worms, especially considering so many are considered 'Essential' for many people. Maybe the problem in that case is that too many of them are straight benefits over sidegrades.

Suggestions / Re: Tempest Nerf Options
« on: May 01, 2021, 01:29:58 PM »
I agree with Grievous69. Tempest is fun as is, and is honestly only 'overpowered' because there's nothing else other than high tech frigates to compete with it.

Everything else needs to be brought up to par.

Skills can make it a bit silly, but skills make everything a bit silly at the moment.

Nex has a few features that are good, but a few that don't quite work for coherency. Scripted story related invasions? Those would work. Regular Nex? Gets pretty silly rather fast.

General Discussion / Re: Would you be interested in a Mod Manager?
« on: April 27, 2021, 11:44:37 AM »
The vanilla launcher already has #1 and #2, #4 is already here on the forums, and at least for myself #5 wouldn't be much of a use with how often I either go through a run or just start a new one. #3 maybe. I feel like it would still run into issues with the very scattered frequent hotfix nature of a lot of the mods though. And everyone would still end up on the forums for feedback, updates and bug reports anyway.

In this specific case it's really just adding an extra step to get in the way of what's already there. The program equivalent to having a valet. It's faster and easier for me to just walk to my car and get in myself.

Suggestions / Re: ECM redesign.
« on: April 16, 2021, 01:17:09 PM »
I just feel like having it affect recoil state would fit better than the current range method. The range method is causing various ai issues, while having it affect spread would still let one engage at range, just to a lesser degree. One could handwave it away as 'Increasing the fire saturation pattern' or something.

An added bonus would be that it would mean more for frigates, as they have an easier time evading incoming volleys, while larger ships benefit less. Sure, a few rounds might miss that capital ship, but it's already so large and close that it's going to soak most of the incoming fire anyway.

That Wolf or Scarab meanwhile can slip between shots.

Suggestions / ECM redesign.
« on: April 16, 2021, 10:43:59 AM »
So from what I've gathered, a current issue with ECM is that it's easy for one fleet to just overwhelm the other and in turn mess up the ai, making them not want to press the attack.

What if instead of reducing the weapon ranges, ECM increased the default 'Recoil' state of all applicable weapons.

That way at max range said weapons could still miss, but the closer ships get the less effect it has.

Beam weapons, I don't know about. If you're in ballistic range, lasers aren't going to miss. Maybe a 10% damage reduction to simulate trouble seeking weakpoints.

General Discussion / Re: 1337 Starsector Ship Rankings
« on: April 13, 2021, 05:04:11 PM »
The Doom is boring to play specifically because of all of those things. With the Afflictor you at least have to do some planning for a fun fight.

General Discussion / Re: 1337 Starsector Ship Rankings
« on: April 13, 2021, 04:26:25 PM »
Apogee is clearly a 3/5/3/5/4. Doom's overrated, it's just an Afflictor with a 'Press F to blow things up' button.

And how are some of the frigates so high on Sustained when frigates run out of PPT so fast?

No Prometheus MK2?

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