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Messages - Morgan Rue

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106
Suggestions / Re: A hullmod idea to enhance energy weapon gameplay
« on: December 28, 2016, 06:05:31 PM »
Apologies, interpreted wrong, thought that it would build up hard flux at maximum range. Limiting the range at which it can build up hard flux fixes the issue I had with this hullmod. Cool idea, but unfortunately Alex isn't likely to add this anytime soon, as he likes to focus on a single subject (right now, exploration, after that, probably stations).

107
Suggestions / Re: A hullmod idea to enhance energy weapon gameplay
« on: December 27, 2016, 03:04:44 AM »
Hard Flux on beam weapons like tac lasers = nope. Sorry, but Speed + Range + ability to overwhelm shields and get through armor = almost certainly overpowered. Being able to kite forever while also inflicting damage with no risk to yourself is rather silly. And most high tech ships are fast. I personally find kiting forever much less compelling than using more powerful burst weapons, like Phase Lance, with more risk to myself. This hullmod might be reasonable if it decreased the range of said beam weapons significantly to not allow for kiting and was incompatible with advanced optics, or if it did not generate hard flux.

Imagine this hullmod on a Sunder using a High Intensity Laser(Large HE Beam) and two Graviton Beams with Aug. Engines and all the +range things. The Sunder would never get caught and be capable of killing pretty much anything.
Even this hullmod in combination with just Ion Beams would be silly, as the Ion Beams would slowly build up hard flux and disable enemy systems as the flux built up.

108
General Discussion / Re: New player
« on: December 21, 2016, 12:19:35 AM »
Theres also salamanders, but they do almost entirely EMP damage.

109
Suggestions / Re: Military Markets, Ship Costs and Replacability
« on: December 20, 2016, 11:12:54 AM »
Are commission holders actually considered to be part of a factions military? I just sort of assumed and didn't really check, but I don't know where I would check such a thing.

110
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.


111
Blog Posts / Re: Skill Overhaul
« on: December 19, 2016, 04:57:30 PM »
If a ship has both speed and range, it should lack damage. It needs to either never overwhelm shields(beams) or never get past armor before its CR runs out to be balanced. Such a ship should strictly be for support fire, not for directly overwhelming an enemy. A ship with speed and damage should lack range. A ship with range and damage should lack speed. A ship that has all three just tends to break things. Unless perhaps it is greatly limited by CR or ammo.

112
Blog Posts / Re: Skill Overhaul
« on: December 18, 2016, 03:34:08 PM »
We always had, but that's only the term for the part of the game that gives orders to AI fleets (deployment, retreat, capture), nothing tangible within the game world.
I mean enemy admirals have actual skills like the player does now.

113
Blog Posts / Re: Skill Overhaul
« on: December 18, 2016, 02:29:53 PM »
So, we have enemy fleet admirals now?

114
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.

115
I made a similar post suggesting some kind of raiding function. I think the reason Alex doesn't want to implement something like this right now is because of its complexity and it being unrelated to current topics(Exploration, stations, etc.). I do think something like this, likely simplified, will be implemented eventually. Until then, it would be awesome to see it in a mod. Unfortunately, though I have the time right now, I do not have the skills to make a mod.

116
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: December 05, 2016, 02:07:09 PM »
Can we get a command to kill a target as fast as possible without caring about efficiency? Will "Eliminate" serve this purpose? I've had some situations where a larger ships will refuse to kill a smaller ship inefficiently by using missiles, even if it is one of the only/few threats remaining. Perhaps this is only an issue with Sabots.

117
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: December 03, 2016, 10:15:18 PM »
For the range vs speed thing:
Fast ships don't need range as long as they can close the distance without dying and then outperform their longer ranged enemies in close range combat. Also, speed can double as defense by allowing to dodge projectiles at longer ranges.
Long ranged ships don't need to be fast as long as they can blow everything up before they can get close.
Fast ships that also have long range should not be able to overwhelm an equal opponents shields ever. If they can, then they are almost certainly overpowered. This is why beams build soft flux instead of hard flux.

Currently, the default seems to be long ranged ships. I would like fast ships to be more competitive with long ranged ships. Also, most fast ships are high tech, so I would also like high tech ships to be more competitive with low tech ships. Hopefully this happens in the upcoming update.

118
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: December 03, 2016, 11:25:30 AM »
  • Fixed infinite loop related to system-activated engines being disabled on a ship with no normal engines
You caught this one when moving stations around with systems?

119
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: December 03, 2016, 11:21:40 AM »
No changes to flak?

120
Blog Posts / Re: Cartography
« on: November 30, 2016, 05:18:37 PM »
On the pirates thing: I think there should be two types of pirates. The disorganized idiots flying clunkers, modified civ ships, freighters, and the occasional stolen low tech frigate, and the organized pirates with proper gear who are ready to tear you apart. The disorganized ones should spawn randomly throughout the sector, but never in large numbers. The organized ones should spawn from pirate controlled planets and stations, and should spawn in relatively large numbers if the pirates want to raid a specific market. Fleet size would be based on market stability, as is normal. Raids by the organized ones should attract larger numbers of disorganized ones.

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