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Starsector 0.97a is out! (02/02/24)

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Messages - Hopelessnoob

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31
General Discussion / Re: Never, EVER run out of fuel in hyperspace.
« on: October 14, 2014, 12:36:44 AM »
This is seriously awesome. Had no idea you could survive with 0 health. I'm also shocked you survived that battle!

32
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: October 01, 2014, 07:07:23 PM »
Don't use the word Update without giving us the real update you monster!

33
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: September 28, 2014, 09:24:22 AM »
So if i'm trading profitably but I also pick up an atlas kill and a lot of loot from that Do I gain XP for the stuff I had originally or do i gain XP for the stuff and the salvage? Can the game differentiate if its all in the same stack?

34
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: September 27, 2014, 05:51:14 PM »
Because I'm now worried Gothars will close this thread :P

Are there any questions you expected us to ask about these patch notes that hasn't been asked?

35
Suggestions / Purchasable hull mods
« on: September 26, 2014, 06:12:15 PM »
With the news that some pirate ships will have hull mods that add some sort of negative to them I would like some way to get permanent or semi-permanent  hull mods that are findable in special events or purchasable from specialty stations.
Or at the very least some way to remove those negative hull mods

36
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: September 25, 2014, 12:26:05 AM »
Anything that just adds an arbitrary amount of time till I get from point A to point B is just an annoyance so adding in faster acceleration would be great. Being unable to catch fleets is fine, taking 5 minutes to go from Corvus to Askondia is just annoying. More time acceleration would be great.

37
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: September 24, 2014, 06:00:52 PM »
What does the internal comms mean? Do we have more conversation options?

How many other ships have a pirate version? are they entirely different hulls or can we swap out weapon mounts on ships now?

38
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: September 24, 2014, 05:49:15 PM »
Fleet AI will now consider enemy fleet presence around a jump point when deciding which ones to use

Does this mean we can see whats on the other side of a jump point? Can't tell you how many times I've ran into a templar fleet in starsector + after jumping through a point

39
General Discussion / Re: Im ready
« on: September 24, 2014, 03:18:35 PM »
Sooner the better!

40
Suggestions / Re: Pirate style weapons and hullmods
« on: September 24, 2014, 03:18:12 PM »
Not enough drawbacks for how strong those can be. Obviously they'd have an op cost but some of the best hullmods have some drawbacks such as augmented engines.
For Improvised mount grounding I'd suggest it locks the weapon to an angle or reduces the radius the weapon can turn

Rather than a boost which would be way overpowered for antimatter blasters,Bonus for high flux and this bonus of 20% would one shot a lot of things, Perhaps they just get no damage boost from high flux and no bonus damage.

This would make them more useful for point defense weapons and not make them overpowered if you put a bunch of antimatter blasters on board.


41
General Discussion / Re: Im ready
« on: September 24, 2014, 02:57:00 PM »
So since its in testing tweaking stage I suppose that means theres some nice juicy patchnotes????

42
General Discussion / Re: Im ready
« on: September 05, 2014, 11:07:29 AM »
If we're talking about what this would do for my education and job then I will never be ready, this game sucks away at least a week or two of my life when a new version is out. Then a month or two after that i lose more time to Mods. So you midaswell just cancel the whole thing alex the games just too good for this world.

43
Blog Posts / Re: Faction Relationships
« on: August 14, 2014, 12:03:04 PM »
Really starting to get worried with all this feature creep, its been a year since a release almost!

44
General Discussion / Re: The State of Starsector
« on: February 11, 2014, 10:22:41 PM »
So patch notes soon?!

45
Suggestions / Re: Thoughts re the skill system
« on: January 03, 2014, 05:42:08 PM »
A limited respec option against ingame currency would solve that issue. Skills with back draws should also be at the end of their respective branch, so a player knows what he wants by the time he encounters them.

Since alex is adding in difficulty levels why not unlimited respecs in Easy and noniron man mode and limited respects in easy/ironman mode while no respects in normal ironman mode.

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