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Messages - Deshara

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31
Suggestions / Re: Crew/Officer Roles Expansion
« on: March 11, 2023, 03:57:08 PM »
assign an officer to every industry & every fighter wing. assign multiples officers to capital ships. let me assign an officer to my own flagship for all the stuff I'm not doing (who takes full control when I press "u")

32
and ive never played the actual campaign mode.

context: ua:d is a ship designing game with an intense eye on resource management (would you put a hullmod on your capital ship in SS to get +17% turn rate but it multiplies the cost of your engines by their weight and then multiplying the result by +9900% (no i am not missing a decimal point)? have fun parsing that after a long day at the office), in which you take your ships into combat (TO WATCH THE AI PILOT THEM YOU DONT GET TO SHOOT THE GUNS). TLDR; If you've played HOI4 lately it's the equipment designer but if it were the whole game
the game was in early access for a while as they hammered out the building/combat mechanics with a string of missions meant to tutorialize the player to the game's mechanics as well as to explain & test naval warfare doctrine (can you prove Jeune Ecole's doctrine of all torpedoes & light HE guns correct? sink a ship suspiciously close to the Bismark but dunk on the british navy by not losing a battleship in the process like some sort of nerd) that got built out more & more until they added the last feature before release which was the actual campaign

I recently had a big changeup in my medication & while i waited for the insanity debuff to wear off i snuggled up with this game in a concerted effort to actually Beat the darn missions and after getting far enough in that I've started to get bored of it I realized I had put 130 hours into what is effectively a tutorial mode. So I decided to crack open the campaign bc, if I liked the missions imagine how much more the Real Mode has to offer.
I took a look at the ship design available to me; i can make a carrier that has 2 pre-determined spots for guns, 1 turret in the front that can only shoot right & 1 turret in the back that can only shoot left, & if I dedicate 100% of the displacement to building the most efficient engine possible the best I can achieve is a passive -80% to movespeed & acceleration, and no matter what I do all 3 of the weight distribution stats are screaming at me in red. I barfed in my mouth & closed that as fast as I could. Gonna see if I can build a super-dreadnought absurd enough to sink the entire US Pacific fleet circa december 6th 1941 -- and in this game as in SS you know i will NOT, accept subpar targeting computers; every salvo will cross international timezones or by god the design goes in the trash


PS, the worst part? im only 70% of the way thru. You guys ever get this, becoming completely enraptured by a game's silly little side mode & have 0% interest in the main/campaign mode? Do you think Alex should at some point add another, like, 60 more missions to the roster?

33
Discussions / Re: Dwarf Fortress sold 300k units in 6 days on steam
« on: March 11, 2023, 03:08:35 PM »
for the record I think alex is 100% correct to wait to upload this to steam. subnautica is a great game & i never got to experience its finished experience bc i played it in its alpha state to saturation, such that when it reached its 1.0 it had effectively been ruined by my having already consumed it. like eating the raw pasta out of the pot until you're full before the chef has finished making the spaghetti sauce & then getting huffy when he insists on the children staying out of the children
(of course SS is an exception, its beta state (doing simulator & missions for hundreds of hours) happened to be the game i wanted to play & all the rest is cherry on top but the majority of the players who don't seek the game out on its forum & blogspot site won't share my specific brand of autism)

34
Suggestions / let us neural interface with a fighter
« on: March 11, 2023, 03:00:15 PM »
Spoiler
[close]
Edit: added spoiler around distracting gif. Please do that in the future. -Alex

Original post:

neural interface doesn't work with a ship that's controlled by an officer or ai core. you should be allowed to put an officer or ai core on a carrier with NI & if you do it hotswaps you into a fighter, picking which wing in order from top to bottom (left to right in-combat on the UI?), if the wing has more than 0 in play

35
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 02, 2023, 07:55:07 AM »
Quote
Many hullmods now have special effects when built into the hull using a story point

this is a really clever way to allow players to use a hullmod when some portion of its affect is a deal-breaker for them (like PDAI making my smalls shoot at missiles)
would you be willing to consider applying this treatment to most hullmods it's possible to? For example making safety overrides only give the baseline speed buff by default, & give the zero flux boost & all of the other stuff only if you build it in? Or the omni shield conversion only makes the shield omni, & you only get the shield upkeep buff & shield size debuff if you build it in? There's a lot of ships I'd love to put that onto but never will bc I find the smaller shield to be a dealbreaker -- the option to accept an effective 25% debuff to shield upkeep in order to keep the shield the size it is would be an attractive prospect. same with armored turret mounts, I'd use it just for the increased weapon health but don't bc of the rest of it

36
General Discussion / Re: Going shieldless is pretty fun
« on: December 18, 2022, 01:05:46 PM »
I remember modding the game once to add shield bypass to every ship lol

37
General Discussion / Re: Crusher Drive
« on: December 18, 2022, 01:03:57 PM »
is this mod content?

38
Discussions / Re: More "Sim" like Sci Fi space fleet games?
« on: December 11, 2022, 07:33:07 PM »
starship corporation is deep sim starship design. i thought it was cool, if limited -- very tech demo
https://store.steampowered.com/app/292330/Starship_Corporation/

39
Mods / Re: [0.95.1a] Realistic Combat 1.19.0
« on: September 09, 2022, 12:34:40 AM »
fun fact, OP! Ships can't actually go up or down. Space is functionally 2d. You increase your height by increasing your speed in the direction of travel, down against. Orbital dynamics, innit. SS's 2d plane is actually far closer to reality than Ace Combat In Space would be. Everyone says 2d is unrealistic but 3d is basically only realistic for aeroplanes

40
Suggestions / long range medium/large frag torpedo
« on: November 15, 2021, 04:20:39 AM »
torpedoes require large damage pools, specialization to feel good, & usage limitations to make up for the damage it does. what would feel good that the game currently lacks? Massive, massive hideous frag damage alpha strike weapon. I get why there is no ballistic fragmenting hellbore cannon, but a large long-ranged coup-de-grace, anti-capital ship torpedo that you only get to use once or twice? I would enjoy

41
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 15, 2021, 04:08:26 AM »
I wonder if part of it is once a ship's shields are down or it's overloaded, it's weapons are no longer firing being disabled, it feels more like a chore than a fight, despite perhaps taking an equal amount of time compared to a more mobile and/or shielded enemy.  It's like the Monitor - next to impossible to kill, but unable to actually do any harm, and thus can be considered annoying in the opposing fleet.

Someone suggested disabled weapons still being able to fire at half rate or whatever. I think that would help a lot both for fighting tough ships and to make it suck less when your own weapons get disabled.

Engines could probably do with a similar thing - flamed out ships still having a few engines.

prey did this, had weapon durability but when your weapon's reaches 0 it doesn't break, it just jams every time you fire it after it fires, turning all guns into single-shot manually operated guns.
which i really, really, really liked.
i could see SS rotating something similar onto itself; instead of weapons getting disabled or engines flamed out by enemy damage (barring catastrophic hits), they get put into an "unstable" state. Using an unstable weapon causes it to become disabled temporarily, & using an unstable engine causes it to flame out after a delay. So instead of being rendered unable to do things by the enemy's actions -- which can be not-great, you are rendered only able to do 1 thing by the enemy's actions -- which can be compelling. In a sort of, having to make a leap of faith by picking a direction u think ur gonna want to be going for the next 4-12 seconds & giving it a burn until the engines flame out leaving u coasting in the direction u picked, kind of way.
So instead of taking a stray shot to the aft while approaching an enemy Onslaught in ur frigate causing you guarenteed death, that shot to the engines instead leaves your engines unstable, allowing you to use what gas is left in the burner to try & halt your approach & leave yourself coasting away from the gigantic death-monster instead of towards like u were when u took the hit


The lack of Energy missiles in the game is...disturbing. Just sayin' :P You really could go wild with them: disablers, slow-moving death balls, chain-effects...the sky is the limit. Even more traditional Energy missiles pose an interesting dilemma: a 2000 damage Energy missile is a moderate hit against both shields and hull but if it also was an Ion hit, I really don't want to get disabled! At least something like that would give the Sabot some competition: depending on ammo, OP, etc.

In my experience from playing with mods torpedoes with an energy damage type are very difficult from a balance perspective because large shot size energy has no weaknesses, and torpedoes are by nature very large impacts. Something like a 2000 damage energy missile will strip the armor of cruisers in a single shot: the only effective defense against them is shields, no ship in the game wants to take that kind of hit to armor! But they do double the damage the damage vs shields than an HE torpedo does, so blocking them with shields is half as effective.

plus any energy torpedo that does have its damage balanced against its utility winds up feeling really bad as a torpedo. Energy torps have 2 textures to them; they hit way too hard for what they are, or they hit way too not-hard for what they are. The sort of damage alpha that a torpedo calls for doesn't work well with universal damage type. It's best to specialize them so u have an excuse to make them heinous.
What I really want to see is a frag torpedo. A lot of missiles are listed as finishers but I want to see a finisher; a MIRV full of cluster bombs that doesn't start firing until after it's entered an enemy ship (as in, it doesn't "impact" like a normal missile, it flies thru the ship like a fighter but invisible to the player as it does, dealing damage (which the player can see in the form of explosions) as it goes & "impacts" the armor on the far side of the ship when it attempts to exit the target & blows up instead of overshooting. The sort of thing you can sink into an Onslaught thru a gap in its armor & watch it get hollowed out. The sort of thing that turns a flamed-out Hound into a cloud of dust & echoing screams

42
Suggestions / Re: Civilization style wonders
« on: November 15, 2021, 03:51:31 AM »
theres a mod that adds these actually!

43
they fire at a different wavelength. Normal lasers do energy damage (equal damage to all types) bc all they do is heat up the matter they're hitting -- catastrophically & enough to instantly vaporize a human, but still all it's doing is just transferring heat energy from the beam cannon to the target which affects shields the same as it affects hull as it affects armor.
The HIL is firing particles on a certain wavelength with such an amount of energy that when those particles reach their target they cause the matter they hit to, not just heat up, but to explode, like a fork in a microwave, in a way that doesn't just damage the matter that the particles hit but also hits everything around it with force, which doesn't do much to shields (which are in the vacuum of space & have nothing next to them to AOE), & doesn't do any more to hull than a normal laser does, but that outward explosive force wreaks havoc on the alignment of layered belts of armor, causing it to damage armor more than anything else

44
Suggestions / Re: More low tech ship with integratted weapon systems?
« on: November 03, 2021, 06:57:24 PM »
If a ship does have built in weapons, then logically these weapons would have to be better somehow than it's equivalent (assuming such exists) installed normally.
Such as being more Flux efficient, more damaging, possessing qualities/abilities the normal one doesn't have, etc.

thats not actually necessarily true, filling out what would otherwise be slots full of better guns with worse guns would make for an interesting way to tone down the balance of what might otherwise be an overtuned ship.
like you could build a frigate with 5 guns designed explicitly to be unbeatable in a kite battle, then make 2 of its 3 forward facing slots built-in mortars so it only actually gets 1 slot to use for kiting. those mortars would still be useful for a ballistic kiting ship, since its kiting smalls are all kinetic so it has a built-in "close in & break armor" option, but that will never be as useful as 3 railguns, AND, having "close in & break armor with mortars" be always a part of the ship's kite would mean it has a baked-in oppertunity for ships it kites to get hits in, & if the ship never gives them that opportunity then its giving up something for it (operating time spent wearing thru armor with railguns instead of mortars)
in fact, one of my favorite ships is a modded ship with 6 drones that shoot at your target when you do, that gets to be far better than it would otherwise get to be because theyre all tac lasers. if it had open slots in their place instead of built-in the ship would have to be weaker to the point it wouldnt be fun to me to play, but since i like the terrible guns it has built in and it get to be OP otherwise, its a great ship

45
Modding / free camera (RTS style) mod?
« on: November 03, 2021, 06:41:23 PM »
i know devmode already has a feature that lets you pan the camera unlocked in combat but devmode also creates a whole host of other issues that ruins the vanilla-friendly aspect that a mod like this would have
since its already a devmode feature, would it be easy for someone to make a mod that only activates that feature?

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