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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 - YAZF

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91
Suggestions / Shield Details on the Refit Screen
« on: May 02, 2012, 08:27:14 PM »
The improvements to the Refit screen are great. I love the ability to run simulations, buy items directly from it at bases. I even love the little icons for hull mods.

But I think the refit screen should show more information about a ship's shield capabilities. Right now it only shows Shield flux/sec. That isn't enough information when making decisions about hull mods like Hardened Shields, Omni Directional Shields, etc. This is the place I go to to determine and customize the offensive and defensive capabilities of each of my ships. Shield information is vital. If you could add Shield Type, Arc and flux/dmg information to the page it would be great.

EDIT: I just realized you can see ship details if you mouse over the ordinance points at the top right of the page. That's the info I was looking for but I think it should be more obvious as I only found it by complete luck.

92
Suggestions / Re: Confirmation dialogue when exiting refit screen
« on: May 02, 2012, 08:13:54 PM »
This. I love the fact you have to confirm transactions on the cargo and fleet purchasing pages before leaving them. This confirmation should be brought over to the Refit page in bases as well.

93
Suggestions / Re: good publicity
« on: May 02, 2012, 04:19:04 PM »
Well Totalbiscuit seems to have a fair bit of interest in the game. He's done 2 videos on it so far, which is more than he normally does for one of his common WTF videos. I think once the campaign is finished (or at least almost there) and not just the bare bones (but still really fun) thing it is now he might do another one. I know he's not as huge of the yogscast but still, it's good publicity. Also any video that the yogscast does that isn't minecraft doesn't get nearly as many views on their channel so it might not be as huge of a boost as you might think.

94
Announcements / Re: Starfarer 0.52a (Released) - Live Patch Notes
« on: May 02, 2012, 11:06:10 AM »
The only accident I've experienced so far was right after I barely escaped from a battle with a huge enemy fleet I didn't mean to engage (I don't quick save as it is only for cowards!). I lost most of my fleet and as I was limping back to base with my 3 small ships left (which were all at less than 20% hp) I had an accident because with the loss of my large ships my cargo was massively over limit. Talk about kicking a guy when he's down.

95
General Discussion / Re: *Shakes fist* at java.lang.Random
« on: May 01, 2012, 08:04:20 PM »
It's moments like this I want to take my "second in command" and jettison him out an airlock.

96
Suggestions / Re: Allied Missions
« on: May 01, 2012, 12:00:19 PM »
I feel as if this might happen later when the universe is more open and it's not just you wandering around killing ships for money. Later when there are governments and outposts and missions you can accept during the campaign. You might be able to take on missions at certain planets which say "Help us defend from this incoming pirate attack" and during the battle there will be your forces along with some allied forces.

97
I'm gonna have to get use to all the fighter nerfs. Looks like I just can't spam thunders and broadswords anymore :(. The torpedo buff has me super excited. And if it's good enough to make daggers good (especially with their nerf too) I'm really excited about incorporating them into my fleet. Overall it looks awesome. I've been checking this post daily waiting for new updates. SO EXCITED!

98
Suggestions / Re: The Trident
« on: April 05, 2012, 07:44:56 PM »
You sold me at "space shotgun."

99

I enjoyed using integrated point defense AI mods in combination with swarmer missiles.  They were like intercept missiles.


That...is actually really clever. I'm going to go try that before it gets removed.

100

but I think that this will have to be implemented in some form when phase-ships come in

Uuuugh Don't even mention phase ships. I want them so badly! I'm having a hard enough time waiting patiently for new content and updates as it is. XD I know development takes time but I wants it all noooow!

101
Well I think it could be a special type of shield mod. Make it a bit expensive and maybe cause flux to be vented a bit slower in general to balance it and there you go!

102
Suggestions / Re: Couple suggestions regarding Supplies.
« on: March 21, 2012, 05:19:16 PM »
I like the idea of the current generic supplies being consumed for ammunition  purposes (not a ammo supply type like you suggested) mainly because it adds another difference between missile, ballistic and energy weapons. Having energy weapons fit the unique role of "no ammunition needed" would add a surprising amount of depth regarding ship loadout strategy for such a simple change.

It also might play a role into the game later when it's larger scale and you might be going for longer periods without a sure way to resupply yourself.

The problem with this is that it acts as a nerf to ballistics-equipped fleets. They don't need it.

That's a discussion for another thread. XD But I do like the idea of supplies having more uses other than repair (and slight monetary value) and I like the idea of more weapon individuality. I still think this would be a good way to accomplish both.

103
Suggestions / Re: Couple suggestions regarding Supplies.
« on: March 21, 2012, 04:12:19 PM »
I like the idea of the current generic supplies being consumed for ammunition  purposes (not a ammo supply type like you suggested) mainly because it adds another difference between missile, ballistic and energy weapons. Having energy weapons fit the unique role of "no ammunition needed" would add a surprising amount of depth regarding ship loadout strategy for such a simple change.

It also might play a role into the game later when it's larger scale and you might be going for longer periods without a sure way to resupply yourself.

104
Announcements / Re: Blog Posts
« on: March 21, 2012, 03:01:23 PM »
Yea I don't think we should be able to go over a ship's allotted OP. At least not in that way. Maybe you can buy an upgrade/refit  at a station to have a FEW more OP on a ship. Or you can have an engineer that increases MAX OP by 5 or something. (Or an engineer that lowers the OP cost of all equipped weapons by 1 so that it scales better for larger ships. )

105
Announcements / Re: Blog Posts
« on: March 21, 2012, 01:23:31 PM »
I'm most curious about how fighter capacity limits would work. I was under the impression fighters wouldn't be capable of light speed travel and therefor needed to be carried in larger ships. If we can go over our fighter count with a risk of an accident would we still be able to use light speed? I assume accidents for this case would be most likely when you were preparing for light speed. Ex: "While trying to cram 30 fighters into a tiny hanger in order to jump to light speed there was a huge accident." or "Make-shift fighter lightspeed drive utterly failed and exploded."

Or will you still be unable to go light speed with too many fighters AND there be random accidents occurring?

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