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Messages - Valhalla

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31
Mods / Re: Tri-Tachyon Omega class command ship v.0.9 - two missions
« on: April 06, 2012, 05:40:28 AM »
The GDI is involved here??  How????

Says the man who's avatar reminds me of GDI as well :P

32
Mods / Re: Tri-Tachyon Omega class command ship v.0.9 - two missions
« on: April 06, 2012, 03:22:36 AM »
I just want to know what the GDI have to do with this.

hehe Anyway nice work, love the look of the ship.

33
General Discussion / Re: Campaign leveling.
« on: April 06, 2012, 03:09:40 AM »
I would honestly like something how XCOM did the stats, set stats from the start (your own you can be changed within a few points at the start) every other you get has their set points, and as they level, it goes up based on *1. What type of combat they engage in the most ect. 2. A system that allows you to place a number of points based on total level, into which ever stat you want, maybe unlocking bonuses? 3. Add those two together making it so if you don't use one thing as often, but you know you'll need it, so you can put points into it, yet at the same time something you use most of the time goes up on its own and is less of a point hog from other things.*

34
General Discussion / Re: Starfarer Memebase
« on: April 06, 2012, 01:32:29 AM »
oh god, my sides.

"YAY IM HALPING"

35
Suggestions / Re: Asteroid mining?
« on: April 06, 2012, 01:18:28 AM »
Yeah, but i'm pretty sure that there would be more types of resources to come in later in the game.

And i guess you can't use raw minerals to repair ships with, can you?

Well you could, i mean if you had run out of supplies before repairs are finished, you could use the raw materials from the asteroids as makeshift armor patches, it wouldn't repair any of the hull, since you would need actual spare parts for that, but it could repair the armor of the ship. You could have this raw stuff and regular supplies, allowing you to save the normal supplies for hull repairs and anything else they might be needed for in the future. What reason do you think we couldn't use the raw stuffs from them to fix the ship?

Plus as Cap said earlier the "Supplies" we have now could be turned into anything (food and whatnot) and this could take over the part of ship repair.

36
Suggestions / Re: Asteroid mining?
« on: April 05, 2012, 12:04:28 PM »
Would like to see asteroids being mineable. Though if there could be a way to collect money from those asteroids In battle, that would be even more awesome.

I would think so, i mean you would need a ship with a mining laser/mining drones otherwise other types of weapon fire just destroys the useful raw materials that where in those asteroids.

37
Suggestions / Re: Asteroid mining?
« on: April 05, 2012, 12:03:11 PM »
If the work is automated and you can just pop in and collect credits I think that it would be awesome. If it is anything like the early game of SPAZ where you have to grind for 15 minutes at a time so you can buy your next hull, no thanks.

Well i'd say very very early on you might have to do it by hand, just till your station gets up and running, then all you'd have to do is make sure it has protection and enough mining ships/drones to work and it would do it automatically and you would maybe get short transmissions when a pick up was ready. Yeah you'd have to use money and time to get it up and running, but it would be worth it.

38
Modding / Re: I'm going to need names.
« on: April 05, 2012, 11:02:10 AM »
ISS dramiel 12km/sec (for all you EVE players)

Saw one that went 23km/sec GottaGoFast

39
Suggestions / Re: Railguns and kinetic energy.
« on: April 05, 2012, 11:01:17 AM »
Wanted to drop in here with some in-fiction/lore explanations for stuff.

As far as the ineffectiveness of kinetics vs armor: armor was originally designed to deal with micro-meteorite impacts (remember, old tech didn't have shields to start), and is spaced. Thus, railguns and such are also effectively countered by it.

Yes, I'm aware that spaced armor is also good against HE rounds in real life, but let's say the HE rounds in the Starfarer universe have been designed to specifically to deal with the kind of armor they're likely to encounter. "HE" is more a familiar stand-in for anti-armor than it is a specific description of the technology involved.

Machine guns and the like (ACs, assault guns, etc) just imply that the energy for bringing the projectile up to speed is mostly contained in the shell, rather than imparted by the weapon (as is the case with railguns). The actual means for doing so could be very different.

Science'd to death, Mmkay i actually find all of what you said, makes sense for what we see. I like it. But of course it makes sense, wouldn't put something in a si-fi game that doesn't. Well more or less, Flux is still Space Magic to me.

40
Suggestions / Re: Asteroid mining?
« on: April 05, 2012, 10:53:57 AM »
Dont forget about having space stations inside of mined out asteroids, would be the best way i think for a player to start a station, using the raw stuff from other asteroid and the mined out one itself, to create a base for themselves, it wouldn't be as good as an orbital station, but it would be a great starting point i think.

41
Suggestions / Asteroid mining?
« on: April 05, 2012, 10:43:04 AM »
Would make more use of the mining drones, mining laser and give a option to harvest the asteroids for credits or even use the raw metals and whatnot as supplies for repairs. Just wondering if this would be a planned feature.

42
Suggestions / Re: Railguns and kinetic energy.
« on: April 05, 2012, 08:27:04 AM »
railguns fire projectiles that go faster than laser pulses
@Thaago because even current, modern day railguns ( yes, there are such, read on Wikipedia) fire projectiles faster. Unless the distance is greater than what we thought............
Wait.  We have railguns that fire projectiles faster than the speed of light?  When did this happen?

...I always interpret star-wars style "laser" weapons that fire glowing projectiles as laser-pumped plasma cannons, though.  It just makes more sense that way.

Rail-guns dont fire faster than light no, i see the pulse laser more or less like that actually. Rail-guns could eventually fire up to like 15% the speed of light, this is in reality by the way. In game im just thinking, shoot slower, longer range, much more damage, as it stands, you might as well take the pulse laser over the rail-gun and its big brother since they do do that much damage, might as well get AMB's they do more damage in the same rate of fire i think.

43
Modding / Re: I'm going to need names.
« on: April 05, 2012, 06:07:18 AM »
WOSS Space Magic
(Wizards of Space, Ship)

44
Suggestions / Re: Railguns and kinetic energy.
« on: April 05, 2012, 06:02:28 AM »
How is that adding another layer of tactics and complexity? All you're doing is drawing out the time between zero and overload. It'd be the exact same thing if you just boosted flux or shield efficiency and added a little 'warning' indicator when your flux hit 95% or something.

As for messing around with 'multiple types of defense', you already do have multiple types of defense-- in order: maneuver, point defense, shields, armor. These are all fundamentally different, and act fundamentally different. Adding a shields that soaks up only one kind of damage isn't another type of defense, it's a redundancy on shields. And a downgrade at that. There's no value in that.

True, now that i think about it, Thought that got me thinking, the whole kinetic shield non-sense is better as a thought then on paper, so true it is just another thing to deal with, but it might as well be like we have now since it would react the same way.

Still back to what i originally was saying. I still think rail-guns should be comparable to what they are named after, not massive cannons that rely on gunpowder like it seems they do from the large drop off at range. Along with so small damage vs armor when something like a rail-gun should do more damage to armor than most things i'd think.

45
Suggestions / Re: Flux Cannon
« on: April 05, 2012, 05:50:25 AM »
Flux is Space Magic, The end.

 :D

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