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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Deshara

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1546
Suggestions / Re: Vent Time (as a hull stat)
« on: May 13, 2016, 02:57:50 AM »
I have always thought that making vents benefit forced venting and capacitors hurt it makes the game skew way too hard in one's favor and also makes resistant coils not much more helpful than the distributor, when they should be a tool to make strike craft able to mount weaponry above their capacity for assault utilization in exchange for their ability to defend themselves between alpha payloads

1547
I like the thought of an sos but it would pretty much be a sensor burst. I think if fleet control ever gets added in it would give shuttles a big use-- have your fleet sit on a jump point, send your shuttle through and have it send out sensor bursts until a pirate group swings by to snatch it and have it draw them out of hyperspace and into the clutches of your main fleet.
Tho that would require the ability to cordone off enough fuel for one vessel to breach hyperspace for emergency use without it getting used before getting left to be drawn into the nearest gravity well

1548
I always just assumed high-end phase ships can be tuned to run a tiny fraction of power off the ships generator to power the phase coils just enough to phase the outgoing power signature of the ships reactor without having to actually wind up the phase drive.
Kind of like how my van has a micro space heater wired into my car's electrical system to run straight off the alternator's output without needing to run the actual heater (I live in the far north in case you're wondering)

1549
General Discussion / Re: 4 years....
« on: May 11, 2016, 09:36:45 AM »
As is this game entertains me more than anything else and has for 5 months straight now. The fact that I'm gonna get more of this game for years to come is only a good thing to me. See the glass as being half full, man, it's just a matter of perspective

1550
And let me tell you it makes triple-clarent harbingers a blast to use up close

1551
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: May 10, 2016, 01:01:43 PM »
The argument over what's defensive and offensive is a cup half full/empty exercise in pointlessness. I might be late bit someone needed to say it.
And I really like the thought of making stuff unlockable through missions. Like, say, extra starting options, for one.
Just that one, really.
Please do that one

1552
General Discussion / Re: going all vents on a Dominator (solved)
« on: May 08, 2016, 11:44:54 PM »
You, uh, kinda start that way. And, this isn't an rts. Half of the skill tree is for solo play

1553
General Discussion / Re: Enemy phase frigates
« on: May 08, 2016, 11:29:34 PM »
I always felt like phase ships should overload when colliding with other phased ships

1554
General Discussion / Re: going all vents on a Dominator (solved)
« on: May 08, 2016, 11:25:01 PM »
Yeah but facing reapers and Atropos isn't fun. Losing your lone ship to a reaper you had no hope of avoiding isn't fun

1555
Suggestions / Impact Rework
« on: May 08, 2016, 09:33:39 AM »
Ramming is useless, and while I get that making ramming useful is a bad idea, as is its a bit too much of a free action. Here's my thoughts:
Shields; deals energy damage. Nothing special, no chance of it being particularly effective-- kind of the point of a shield.
Armor; deals kinetic damage. With defeated shields doubled damage to shields upon impact would help make a ramming maneuver at least mildly useful in a even fight but not useful against someone more powerful or someone with defeated shields.
Bare Hull; deals high explosive. Taking damage to hull is shown as explosions, and it'd make sense that the irregularities of internal structure would work at ripping armor breaches open (at the cost of your own ship's integrity), and it would give a defeated ship a way of dealing a blow against an enemy that does more against a foe who has taken less damage in the encounter (has intact armor to be lost in a bare-hull tam, leaving it open to frag and energy damage being a bigger threat) but less against enemies who just defeated you in a fair fight and lost armor in the process.

And here's the suprise-- Phase cloaks; deals frag damage. Having a phase ship uncloak inside of a ship shouldn't do nothing but also shouldn't be a free kill. I've tried this before; unphasing an enemy to death is NOT worth it. Being physically inside of a dying ship is crippling on it's own, so to make phase ships a little more dangerous in a direct, face to face way, make them able to put out some frag damage at the cost of their own armor and safety, and make up a bit for high-tech ships having so few frag options.
Oh, and make phase cloaks colliding overload both ships, forcing them to unphase into each other, naturally damaging the hull of the weaker ship while crippling the armor of the more intact ship. Oh and make forcing a phase overload also inflict a phase coil blow-up,  which leaves the ship stuck with it's coils spun up in the cooldown stage until it can reach a 0 Flux boost again, temporarily turning high-tech phase ships into low tech shield-less ships, and also giving phase ships a unique opportunity to have a chance to go into a face-to-face assault. Strike ships would be able to make interesting choices about how to recover from being dragged back into real space like whether or not to vent immediately and try to phase away while their enemy is stuck still in blow-out mode, or to unload their strike ordnance into the enemy's face in hopes to cripple them so they can vent safely.
And it would birth a new subclass of ships; phase interceptors, with high speed, high armor and a Flux inefficient assault load out made to run down and then overpower phase strike ships. Plus it would make modded ships and some of the mildly bugged ships (which can use their special attacks phased) counterable and thus less of a game-breaking bug than a unique obstacle to overcome

1556
General Discussion / Re: High end market in prism freeport is OP
« on: May 08, 2016, 08:59:40 AM »

1557
General Discussion / Re: going all vents on a Dominator (solved)
« on: May 08, 2016, 08:48:53 AM »
Or make super-powered missiles either cost supplies to rearm or increase a ships cr recovery, or slow down its cr recovery and increase the cr loss of retreating and then re-engaging since that's basically what pre-armed missiles do

1558
General Discussion / Re: What's your fleet?
« on: May 07, 2016, 01:34:02 PM »
Two hegemony kites equipped with 8 Atropos and a close support machine gun, one steady officer escorting a cautious officer who I engage-order the target of my starlight harbinger that I've min maxed to make use of triple clarent.
Oh and a hecate equipped for close support fighter screening

1559
General Discussion / Re: going all vents on a Dominator (solved)
« on: May 07, 2016, 01:26:17 PM »
Why would you need 200 Atropos?  What could you possibly have done to need that

1560
Low power time shift but also never 0 Flux boost

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