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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Gorgonson

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46
General Discussion / Re: Jump points should be very heavily defended
« on: April 05, 2016, 12:45:44 AM »
Are Gas Giants able to be used as jump points by the AI, or only by the player with the necessary perk?
I could imagine an in-universe scenario where a faction that controls an entire system would have the necessary resources to defend each jump point in that system, but as a player that would be a pain to jump to a system only to be met by a maximum-level strike force.

47
Suggestions / Re: A possible idea for boarding
« on: April 04, 2016, 09:06:32 PM »
Adding items to the game which are used solely for boarding sounds unnecessary and wasteful.

Though I don't necessarily agree that a new item addition would be a bad idea, I do agree that we should try to find ways of improving boarding through other means.
The three things that spring to mind are weapons, officers, and ships.

As weapons are used to disable or destroy a ship, boarding chance should also be affected.  A ship that is disabled through EMP or Energy weapons could theoretically be dead-in-the-water, while still having a full complement of crew.  Inversely, a ship that's blown to hell through high-explosive weapons would probably risk damage and destruction of crew and weapons, but would likely be easier to board and capture.

Officers could lead or coordinate boarding parties through a new tree of level-up perks, allowing specialisation between combat officers and fleet officers.  In addition to this, crew could gain specialties - if this wouldn't intrude too much on the officer mechanic - as they level up.  Imagine - combat ends, fourteen of your crewmen will upgrade to veteran status.  At this point you are able to choose whether they specialise in mechanics, electronics, or warfare.  Essentially you could train your own marines and specialists, ideally using them for niche operations or selling them at a higher price.

Ships themselves could determine how often and how successful boarding operations are.  I have seen images of boarding mechanics from older versions, so I apologise if this is a mechanic that already existed in a previous iteration.  Functional non-combat ships already exist - Tugs, Tankers, Science Vessels.  Shuttles could be used in post-combat (or even during combat) to ferry marines towards disabled vessels.  If they make contact and the opposing ship meets the criteria, boarding could initiate immediately.

I really like boarding as a mechanic, it provides a flavourful alternative to accumulating heaps of starbucks through trade and combat.  I'm currently working on a playthrough where I do not buy ships, I can only board them.  As such, the topic is somewhat close to my heart.

48
Modding / Re: Wanna be modder/programmer. I WANNA MAKE A FACTION
« on: March 31, 2016, 08:16:15 PM »
To create side-locked shields, would it be possible to create a variant of the Frontal Shield Emitter hullmod, except with a modified angle?
I can't say how viable that would be to implement, though.

49
General Discussion / Re: New teaser from Alex' tweeter.
« on: March 31, 2016, 08:04:43 PM »
If that's a city, I'd like to shake the hands of the civil engineers.

Would it be possible to alter the colour of the lights according to the faction that controls the planet?  Though with the timescale so high, it might look like a strobe-light.

50
Discussions / Re: Starsector Community Map (post in the thread first!)
« on: March 31, 2016, 08:02:02 PM »
Engaging IFF transmission from the Northern Batman Area, Melbourne, Australia.
There's a gaping hole in the Ozone layer at my location - will this have any repercussions on space flight?  Only time will tell.

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