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Starsector 0.95.1a is out! (12/10/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Sutopia

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16
I don't think player fit provides much content given how low frequency defensive battles happen let alone the frequency personally defending.

idk how ur game is going but im getting invaded by every faction every month. i see a lot of my station
I am in cycle 232 and I have yet to see my station for once.

17
I think what OP wants is to swap out the mining blasters, not stations on engines.

The loadout doesn't matter at all if you don't personally participate in battle;
Prioritize whatever weapon you want it mounted with and slap in an alpha core would be sufficient if you were to participate.

Station is already doing much more than they cost and I don't think player fit provides much content given how low frequency defensive battles happen let alone the frequency personally defending.

18
In the DamageTakenModifier interface, what is the param object type when it's ramming damage?

Edit: Is there a way to get damage source ShipAPI regardless of damage type?

19
Updated - up to date
Please let me know if I've missed any important information

20
Generally speaking station as pilotable ship is not fun and not engaging
  • Hard coded to not allow any control
  • Even if you get around that by changing ship classification, you still have no control over each individual module
  • All station modules have 1000 OP - you can put practically anything on it
  • They have 250% increased range and infinite missile which is extremely broken if it's mobile
TL;DR it's going to make every fight trivial and eventually boring.

21
How do I store a variant into engine mid-game instead of loading it at game launch? (Is it possible?)

In SettingsAPI:
   List<RoleEntryAPI> getEntriesForRole(String factionId, String role);
   void addEntryForRole(String factionId, String role, String variantId, float weight);
   void removeEntryForRole(String factionId, String role, String variantId);

Edit - and also:
   List<RoleEntryAPI> getDefaultEntriesForRole(String role);
   void addDefaultEntryForRole(String role, String variantId, float weight);
   void removeDefaultEntryForRole(String role, String variantId);

The latter if you don't want/need to do it for a specific faction but for all of them.

Oh, I should’ve been more specific.
I mean like what player do in ship refit, they can store their current fit as a template for future autofit.
I want to generate variant procedurally and store them with dynamically created ID but follows a certain naming convention so the created variant can be identified and reused later.
For example, a wasp wing (since its really just a ship API), I want to dynamically generate a wasp but it uses lr pd laser instead of regular pd. I will create such variant on the fly and assign the ID of wasp_fighter_lrpd (or whatever weapon id). Oh, and also how do I dynamically add wing data, as each wing data ID maps to a variant and it only assigns wing ID for a ship’s fighter bay.

22
How do I store a variant into engine mid-game instead of loading it at game launch? (Is it possible?)

23
Suggestions / Re: Add marine/raiding bonuses to Cybernetic Augmentation
« on: August 02, 2021, 06:11:55 AM »
1. The bonus detail of that skill is yet to be disclosed, and it’s only tier 3
2. The raid bonus is already in weapon drills afaik
1. Tier 3 is Electronic Warfare, Flux Regulation, Phase Coil Tuning and Neural Uplink. Cybernetic Augmentation is Tier 4 and sounds relevant enough for marine bonuses.
2. Yes I know about the Tactical Drills, which is old Weapons Drills with marine bonuses.
Neural link is top tier

https://fractalsoftworks.com/2021/07/02/skill-changes-part-1/


24
Suggestions / Re: Add marine/raiding bonuses to Cybernetic Augmentation
« on: August 02, 2021, 06:06:30 AM »
1. The bonus detail of that skill is yet to be disclosed, and it’s only tier 3
2. The raid bonus is already in weapon drills afaik

25
Suggestions / Re: Pather Tithe Suggestion
« on: August 01, 2021, 06:26:07 PM »
Why trade with you when they can just... loot you?
I would actually suggest making pirate patrol remain hostile (or able to turn hostile if you’re weak) until the relation is at or better than neutral.

26
Suggestions / Re: Improve preliminary survey ability
« on: August 01, 2021, 04:31:28 PM »
Given that we can visually see if a planet has ruins, allowing remote survey to spot them sounds reasonable for the base game and would be really nice if just looking for ruins and not colony candidates.

It would also be really nice if it said the rough number of “large” structures like stations, hypershunt, and survey ships and “small” structures like probes, derelicts and debris fields.
That might be more suitable as a mod though.

I think it’s good enough to reveal total amount, doesn’t need to be categorized into large and small.
And I was having the achievement “leave no stone unturned” in mind when you literally salvaged everything in the sector.

27
Suggestions / Re: Allow breaking beacons
« on: August 01, 2021, 02:23:23 PM »
Being able to 'decommission' beacons once systems have dropped below certain threat thresholds would be appreciated. I set up shop in an orange-beacon system thanks to a decent number of worlds and its proximity to a hypershunt, and that beacon will forever remain there as a warning despite the system being perfectly safe... well, so long as you're not a Hegemony AI Inspection Fleet. Then it is exceeding unsafe... ;D

I feel like getting rewards should require going to the Hegemony though - and they should have no reason to reward you if they dislike you. Especially if they've already lost inspection fleets to your colony's defenders. Otherwise they're basically paying you to harvest AI cores that you're then pouring into making your colonies stronger.

Not really? I’m thinking more of a one-off reward per beacon per downgrade for you to “make the sector a better place”. You have to effectively end the farm (kill the station) to claim the bounty, not in the sense of system pirate reward that can pay indefinitely.

28
Suggestions / Re: Every ship requires officer
« on: August 01, 2021, 01:08:46 PM »
I was thinking, what about hard limiting the number of total elite skills that a fleet can have? Story points are already kind of a limit, true, but a hard limit could allow NPC fleets to have their officer count and level toned down a bit. That would inherently give a boost to non-officered ships.

Then slightly reduce the number officers that the player can get. It wouldn't even have to necessarily be the fleet itself but just what can be deployed at once.

It might also improve replay-ability by a lot.
That would only nerf the Remnant fleets and it was intended to let them have every skill elite.
On top of that, most of the benefits come from the base effect, so it’s not going to be effective if at all.

29
Suggestions / Re: Every ship requires officer
« on: August 01, 2021, 06:36:07 AM »
I think the gameplay motivation (for me anyway) is that there is a really big power discrepancy between officered and unofficered ships atm, and it makes unofficered ships feel like fodder/makes a lot of combats kinda trivial/boring.

IMO, requiring officers on every ship would not work without eliminating the officer cap so you could have as many officers as you need for any fleet composition. The idea being that there are no such things as unofficered ships, just ships with weaker officers. Naturally you would need a way to avoid having every ship stacked with 6+ skill officers, so I suggested having a cap on officer skills (i.e. 50 total skills for the fleet that can be distributed among any number of officers up to a maximum number of skills/officer), or having a much lower baseline cap on officers skills (2-3 skills max per officer) and then have a few special ways to get higher level officers.

In any case, I think the desired outcome should be that ships are on a more even playing field, while some still have a clear advantage due to superior officers.

It could possibly ruin the entire DP system that was just implemented, but maybe having DP based on the number of officer skills could be an alternative. It's definitely not a suggestion that could be thrown in without extensive balancing.

Doesn’t support doctrine do exactly the second case you’re talking about? It effectively gives every ship a level 3 officer.

30
Is there a way to spawn beams from a coordinate like projectiles do?

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