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Topics - King Alfonzo

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31
General Discussion / Harden Subsystems Hullmod
« on: June 16, 2016, 10:30:00 PM »
How many people actually use this?

I've seen a few builds around (quite a few actually) that don't use it, but I've also heard that it's an essential hullmod to have. I personally use this hullmod all the time for every single one of my ships, largely because either I tend to steam roll quickly (Pirate Bounty / Enforcer Fleets), or I need to wear down the enemy over a long period of time (Templar Crusader Fleets). The latter happens more often than not throughout the game, as I tend to grind down superior foes with kiting. However, does anyone personally think the ordinance points would be better spent elsewhere?

32
Hey All

Not sure if it should go here or elsewhere, but regardless.

I was posting in the StarSector Forums (Specifically the modding subforum) when I was denied access. The reason was because according to the security of the network I was using to access the internet a ransomware hacking attempt occurred when I attempted to post. Not sure if this is a problem that occassionally occurs when posting, fooling a high security network that something is wrong, or if there is a significant risk. Currently posting this through a significantly more secure browser with scripts inactive.

Thought the mods may be made aware of this, either as a bug or a threat, and to everyone - check all links before clicking.

King Alfonzo

33
Suggestions / A possible idea for boarding
« on: March 21, 2016, 08:10:17 PM »
Now, before you go 'oh not this again' I have an idea which would be relatively simple in application, and I'm not sure if this suggestion has been made - search didn't pop up something similar.

The idea - handle in-battle Boarding Actions like firing a ship's weapon.

For instance, say you have a medium energy slot. You could buy a 'teleporter' weapon, which 'attacks' a vessel. Or, you could have a medium missile slot, with 'attack' pods which then get fired at a vessel. These weapons would have limited ammunition, and can be blocked by shields (for the tele) or Point Defense (for the attack pod). This attack would not do damage, but would increase malfunction chance and very slightly increase the rate a ship loses combat readiness. The effects of these would be relative to how many 'hits' the weapon gets in, so multiple hits would increase malfunction chance vastly while the 'boarding attack' is in effect. You could have a small graphical sprite indicating 'under boarding attack', like a crossed swords or something to show whether a ship is under attack. These 'attacks' will eventually burn out, relative to how big the 'boarding weapon' is. So bigger 'boarding' weapons give longer effects than smaller, lighter 'boarding' weapons.

However, where it actually shines is after the battle, these 'attacks' increase the chance of a ship being assaultable by marines, increase chance of successful boarding, and vastly reduces the casualties for storming the vessel. The cost would be these weapons would suck at ACTUALLY damaging a ship, so if you go in with lots of these weapons, there's a good chance you'll get cut up for your over confidence. Additionally, because these 'boarding attacks' require weapon slots, you have to figure out whether it's worth having one of these 'boarding' weapons vs. having an actual weapon. The only major problems I see is how you could link the amount of marines you have vs. what actually get's used in each boarding 'attack' (not sure if you code marines to be 'ammo' for weapons), and coding for increasing the boarding chance and success for a specific 'boarded ship'.

Still, it's an idea.

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