Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Morgan Rue

Pages: 1 [2]
16
Suggestions / Industrial Planning seems too strong.
« on: April 07, 2019, 04:23:30 PM »
I've stopped taking Industrial Planning because of how strong it is. In my experience, without Industrial Planning colonies are not nearly as strong as they are with it. The flat production increase makes colonies immediately profitable, and the +30% all income applied before upkeep makes even high hazard worlds quite profitable. On a low hazard habitable world, this makes 500k per month reasonably attainable.

Even without Industrial Planning, colonies are a bit too strong, but I think Industrial Planning makes colonies seem significantly more overpowered than they actually are.
Perhaps Industrial Planning's +30% all income could be applied after upkeep, or could be lowered to +10% all income?

17
Suggestions / Could we get an ESCORT tag for SUPPORT fighters?
« on: March 19, 2019, 02:16:23 PM »
Something which tells them they should hover in front of the ship, actively screening and taking hits like they do when their ally vents or overloads. Would be a useful tag for several mod fighters.

18
Bug Reports & Support (modded) / Ship collision avoidance issues
« on: December 28, 2018, 03:43:04 PM »

I've run into some similar situations, but this is the worst so far. Usually when this happens ships just bump shields a bit.

The Shrike has an Escort order and is trying to move to escort a carrier beyond the lower left of the image. It's moving, or trying to move, left and back. The Maelstrom is moving forward. This is shortly after deployment.
The Maelstrom seems to have a reasonable collision detection radius.

This issue seems to be caused by Escort orders. It seems like this only happens in very clustered deployments.

19
Currently there is very little reason for me to try to rescue other stranded spacers. If they told me some tales of their adventures and the things they've seen on the fringe, I would be more inclined to help them.

20
Suggestions / A "visibility" mechanic for colonies would be good.
« on: November 23, 2018, 05:21:18 PM »
All structures and industries would have a "Visibility" rating, which indicates how visible they are to common sensors. Pirate raids and other expeditions are more common with higher visibility. Higher upkeep industries would generally have higher visibility.

Using Nanoforges and Synchotrons causes a significant increase in visibility.

Visibility is not a very good term for this and I would like a better one.

Maybe using AI cores could increase visibility to [REDACTED] and [REDACTED] could raid as well?

It would also be nice if there was an "AI core suspicion" indicator somewhere for Hegemony inspections.

21
General Discussion / You can survey and colonize stars
« on: November 16, 2018, 10:56:41 PM »
This should probably not be a thing. I'm able to survey and colonize Antillia, which is also in a system with League colonies. It has no modifiers and a hazard rating of 100%.

22
Suggestions / Military Markets, Ship Costs and Replacability
« on: December 19, 2016, 05:32:46 PM »
Limit the military markets to only faction commission holders, and have them have a much larger number/variety of ships with a significant discount on ships that faction produces. If you are holding a commission from a faction, you are acting as a part of that factions military, and have the access that any other patrol or strike fleet commander would have. Limited by what high command is willing to give you, of course.
Add another market, "Military Surplus", which can contain any ship that the normal military market can have, but has less ships in general. The only requirement for purchases from military surplus markets is relations, and, of course, credits. You do not have to have a commission to buy from a military surplus market. After all, whats the harm in selling a surplus Onslaught to a highly trusted independent fleet commander? For a hefty sum of credits of course. They'll surely do some good with it.

 I think this would greatly help ease expensive losses for the player an make losing ships in fleet actions generally less painful.


23
Suggestions / Built-in Broadside Hullmod
« on: December 17, 2016, 01:15:22 PM »
It would be very nice to have a built-in hullmod for broadside style ships that reduces the OP cost of weapons of they are symmetrical. Something like "This ship is built to equip multiple sets of weapons on either side, making it easier to install and calibrate two of the same weapon in specific weapon hardpoints and turrets." This could be indicated by a line between the two hardpoints/turrets when the player is placing weapons. The line would be green if the same weapon was in each hardpoint/turret. This would make fully equipping things like Conquest a lot more reasonable, and possibly appealing enough to full equip over only equipping one side.

24
Suggestions / Raiding and Combat
« on: November 22, 2016, 10:28:32 AM »
Currently, if you want to "raid" a supply or merchant fleet, you have to deal with all of the combat ships before you have a chance to get at the freighters. It would be cool if you could try to avoid the enemy combat ships by going around them and "retreating" on their "side" of the map. This would turn in to a "retreat" event with whatever made it across with chasing whatever the enemy didn't deploy, with whatever they did deploy in hot pursuit. Perhaps the ships that made it across would take a reasonably severe max deployment time penalty(EDIT: I mean peak performance time). It would also be cool if the AI could do this to you.

This could also be used to expand trading/player merchant gameplay. Instead of having trade disruptions directly affect markets, have them affect "trade routes" between markets. Spawn some pirate or faction sponsored raiders, have those raiders preform "raids" on merchant/supply fleets going on those trade routes. For the player, this means shipping goods between these two places temporarily is profitable, if they take the direct route with the risks that come from the raiders. If they go around, significantly higher fuel used can make it unprofitable, or hyperspace storms and maybe perhaps other deep hyperspace foes can make it equally dangerous. These things should be about as common and reliable as bounties if possible, and should only occur on hyperspace routes.

Perhaps bounties could also be worked into this, with big names with bounties on their heads raiding the trade routes, or with factions giving bounty for enemy ships killed on said trade routes. This could even go the other way, with a faction you are aligned with putting a bounty on all enemy merchant and supply vessels going on a trade route. This could also lead to interesting things with diplomacy and accusations of privateering.

Basically, make it reasonable to play as a merchant and raid other factions fleets.

Pages: 1 [2]