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

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Messages - ClosetGoth

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31
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 24, 2012, 04:46:40 PM »
Okay, I am going to draw attention to what K-64 said. I also really want to see directional thrusters. I don't think it would be that hard to visually have the thrusters activate when logically needed, but I do recognize that it might be a pain to deal with flameouts of odd-angle thrusters and how it affects the steering. :P

Also, I have a more tricky request. I would love it if we could set an "engine mount" sprite, and have gimbaling on engines. Kerbal Space Program has made me realize that having engines that vector thrust is an actual thing, a viable thing, and something that shouldn't be ignored. It would look awesome to have our ships swish their engines around as we mash the keys, and it wouldn't add any extra visual clutter to the battles.

EDIT: P.S. I agree with Psiyon on both the player credit point and the "perceived kitbash" point.

32
Suggestions / Re: Harpoons, as in, a real harpoon, not a missile.
« on: July 24, 2012, 06:16:29 AM »
I want to specifically resurrect this thread. The idea of harpoons/tractor beams has been very exciting, and it saddens me that it didn't get much attention. I think it would be nice if we at least got something like "recoil" and "knockback" fields on weapons, so that we could create weapons designed to push/pull the enemy, or ourselves. It is a small addition that would make a huge increase in weapon options.

33
General Discussion / Re: Least Useful Hull Mod
« on: July 24, 2012, 05:25:31 AM »
I just can't believe that nobody has mentioned Expanded Magazines. They don't add THAT much ammo anymore, and I still have not found a battle where I would run out of ammo for my weapons, and wish I had more ammo. Either the enemies are basically dead, or I put those OP to much better use elsewhere. Now that they don't double ammo capacity, it seems like kind of a waste.

Also, do you think we could see an option to sort the hullmods by cost instead of alphabetically? It just takes that little bit longer to search for the ones with the right cost when the costs are not sorted.

34
Discussions / Re: Ruin a Wish (forum game)
« on: July 23, 2012, 06:44:57 PM »
Granted, you get the closest thing at Wish HQ, which is a pair of eyepatches.

I wish for a useless big red button.

35
Discussions / Re: Ruin a Wish (forum game)
« on: July 22, 2012, 08:03:11 PM »
Granted, everyone now hears like you do, and doesn't bother talking, leaving no need for a hearing aid. Then you get hit by a car you didn't hear.

I wish for Steve Jobs to come back to life (why I would wish for that is beside the point).

36
Discussions / Re: Ruin a Wish (forum game)
« on: July 22, 2012, 07:59:16 AM »
Granted, the Flying Spaghetti Monster becomes more creepy (if that is possible) and duplicates, but it can only duplicate by slowly eating people, starting with you.

I wish for some badass headphones (not earbuds).

EDIT: Threeeeeeeaaaaaad R-R-RESSURECTION!

37
Mods / Re: Star Control II: The Ur-Quan Masters (0.7)
« on: July 05, 2012, 04:00:03 PM »
Alright, I know nobody wants to say it, but I will: Is this mod still in development?

38
Modding / Re: Question about beams and hard flux.
« on: July 05, 2012, 03:47:11 PM »
I know it sounds cheesy, but you could try making a projectile weapon with outlandish velocity. Sorry, I can't be of much help.

39
Modding / Re: Do fighter wings benefit from High Flux?
« on: July 05, 2012, 03:28:24 PM »
Well, Alex stated that he didn't want player-controlled fighters, although I forget the exact reason. It would be nice for him to respond, but even if he doesn't, it is safe to say it won't be "fixed" in the future.

40
Mods / Re: Economy Mod (yes, it's still in development)
« on: July 05, 2012, 03:06:10 PM »
Holy wow, this gets better and better! I am really looking forward to this mod, and I think it will probably end up either being integrated into vanilla, or used as a basis for the vanilla economy (if done right). At worst, it is the basis for many mods that surpass current mod capability and epicness.

41
Modding / Re: Submissions for project CAELUS
« on: June 26, 2012, 05:09:24 AM »
Alright Krii, I built the laser into a mod for you, by copying the format of other mods.

Cheers: http://www.mediafire.com/?whh56425ub3ii50

42
Modding / Re: Submissions for project CAELUS
« on: June 25, 2012, 09:41:30 PM »
By the way, I had a ship which I think I will revive (I accidentally deleted it). It was the Lancer Long Range Support, a fighter based around the Tachyon Lance. It had the Lance as the main weapon, and a single light machine gun for defense. It came in wings of two, and was slower but turned fast. It was a LOT less OP than one would think, though, because it was not good for scouting or capping, and RARELY could it properly aim at the target. It could only turn in large sweeps, being so fast, and would sweep the target for minimal damage. Mainly, it got the enemies to raise shields, it harassed fighters, and it was very survivable, because it would hang around at a very long range from enemies. I would go as far as to change it from being Support to being a Suppression fighter.

43
Modding / Re: Submissions for project CAELUS
« on: June 25, 2012, 09:36:50 PM »
I would recommend lowering the range on that weapon. It is still a bit OP, but maybe you could designate it as PD or anti-fighter with all that shotgun-like firing. It is just really effective versus small craft and missiles, and has a very low flux cost for an energy weapon. But of course, I love the concept!  ;D

44
Mods / Re: Battlestar Galactica Mod
« on: June 16, 2012, 01:15:24 PM »
Hey, I have one tip for you when you are doing 2d sprites. When you get pictures, (for example, the Ikaros) they are usually taken with lighting, so the ship is bright on one side and dark on the other. To make it into a not-derp Starfarer-worthy sprite, do one quick edit on the ships in some image editor program, like GIMP. Take the "bright" half of the ship, and duplicate it, deleting the "dark" half. Like, for the Ikaros, duplicate the left half. Sprites look silly if there are constant shadows, while they themselves are rotating.



EDIT: I mean, sprites look silly if they are shaded asymmetrically, while they themselves are symmetrical. Also, I edited the Ikaros as an example. (It is spelled "Ikaros", right? The font was hard to read)

45
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: June 16, 2012, 05:34:46 AM »
Did you accidentally a word? :P I assume you meant that it crashes if you let go of shift the moment before clicking.

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