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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Soda Savvy

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General Discussion / Re: Afflictor is the new Hyperion
« on: April 12, 2016, 10:09:28 AM »
I find that Scarab's and Atropos missiles make great Afflictor counters. Main problem is finding any.

I do like fighting the things though. It's fun.

Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: April 11, 2016, 12:52:14 PM »
One could go the full realism route and have all the lasers be invisible, with nothing but giant explosions and geysers of vaporized metal at the impact points depending on beam strength.

And the particle weapons act like trans continental flame throwers.

Maybe, however, add in a 'Pulse laser' variant, like from battletech? Those always had a nice deal of variety.

That does bring up an idea though; A Plasma lance, that acts like a beam, but has a chance to ignore high flux shields, and when it does it flamethrowers the entire inside of the shield bubble. Ship turns into a glowing sphere until the shield overloads, low level energy damage across everything.

But that's heading into the 'too much work' silly area.

General Discussion / Re: New teaser from Alex' tweeter.
« on: March 31, 2016, 02:53:51 PM »
All of the skulls hidden in the terrain are pretty cool.

Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 25, 2016, 05:52:07 PM »
They do? Then I must be completely missing them.  :-\

Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 25, 2016, 05:44:03 PM »
Instead of making it less fun to gain an IBB ship or making them more obnoxious to use(Though that Mis-Phased Travel Drive idea is cool), why not make them more challenging to capture instead?

How receptive is the game to things like multi stage fights?

Ex: You can fight the IBB fleet as normal, but if you take too long combat stress breaks certain systems on the ships and the flagship gets scrapped at the end of the fight as normal. But if you do too much damage to the fleet too fast, the ship bugs out and you have to chase them down. Maybe they can slow you down with 'mines' or something on the system map, represented by being unable to move for a short time while your ships 'clear the mines'. Like a longer sensor sweep delay. Either way, one to four(or any appropriate number) more rounds of this with perhaps some hunting around at markets for info(or even having to radio other fleets?) to find the target each time, and you get a final fight with the option to board the thing. Assuming you keep it alive of course.

Of course, that's a particularly... Involved way of solving that issue. I have no idea on how difficult it would be to make. It would also play murder on the cost to reward to expenses ratio. But then, kill the fleet slow and get the cash, play the quest and get the shiny ship.

Unrelated question: Bomb pumped lasers; Possible in this game? A slowish large torpedo that flies out, then once it lines up, detonates and sends a very high damage low lifespan laser towards the center of the nearest target, or whichever's targeted.

Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« on: March 25, 2016, 04:49:18 PM »
I voted Space Monster just because. But honestly ships, refinements, bug fixes, and other content are the more important thing. If however you do bother with the SM idea, make it a toggle perhaps? Without one it would be like a permanent switch from Battletech to Babylon 5 every time I boot up BDY for a campaign. I like both, but not always at the same time.

Suggestions / Re: Crew mechanic ideas
« on: March 07, 2016, 07:48:38 PM »
Hey folks, relative newbie here, finally decided this was worth commenting on.

I like a lot of the ship suggestions from both sides. Battle and normal wear based degradation is cool, and tying the counter for that to high end faction shipyards makes sense. It's what we do in real life after all. And hey, those XIV Battlegroup ships wouldn't still be around to buy if they couldn't be maintained now, could they?

Perhaps what could also be done is tier the level of wear and tear. Armor/External hull mods and weapons/Subsystems(shields, engines, sensors, special ability, internal hull mods,etc)/Superstructure(max health, maybe fuel and cargo capacity, burn drive causes damage if under X health).

Combat affects all 4, time and distance only bother subsystems and superstructure. External parts can be easily replaced at any old shipyard, while the internal stuff needs more specialized docks. Rank the hull mods as well(class 1/2/3 etc) to restrict where they can be installed. That repair system isn't something you'll get working at some random pirate base after all. So you could end up flying around with full armor, but a shot out shield system and inability to zero flux boost/burn drive until you limp your way back to base.

Some ships would care about that less than others.

As for the idea of the wear and tear being permanent, it could be a good thing or a bad thing. (On one hand, Xcom fan. I'm used to it. On the other, it took me hours to find that Apogee!) Mayhaps a toggle option before the game? Many games let you tailor the experience after all. Why not this one too?(Overworking the dev's being an obvious reason not to  ;D )

Now, for the crew and officers. Why not have the Crew be a separate entity like the Officers; each with their own skill tree, but also with a ship class preference and total size.(Crew A has 35 people, can pilot ship with crew needs +/- X amount without penalties[ie, 35 people can pilot a 25-45 person ship for example. Hotbunking and/or skill get them through]. Anything larger gets restricted to skeleton crew flight only. Anything smaller could just be a flat no go.)   After a crew and officer are on the same ship long enough, they get some sort of acclimatization perk(s) that make them named characters of a sort. Think like Pirates of the Caribbean: Certain ships(Black Pearl/Flying Dutchman) offered their perks, certain crew(Undead skeletons/Gribbly eldritch monsters/Ragtag ad lib pirates) had their own skills, certain captains had yet again their own abilities. Any one alone are a threat, but match all three up just right, and you get death on the high seas. Lost crew drops CR and negatively impacts relevant skills, like accuracy, response time, repairs and so on. Maybe for crew, if there's a great enough loss, they even lose a skill, represented by those who knew it(Like missile stowage/engine tuning, whatever they're called) getting killed. A setback until you hire replacements and level back up.(These 'Crew' would have a HP count, with each point representing a single person for abstraction. Restored by hiring in, obviously.)

Take the current 'Crew' and rename to 'Passengers', and give an excuse to buy that starliner.

Those are just a few thoughts. Hope they make sense and aren't too redundant.

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