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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - MidnightSun

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Suggestions / Re: Combat UI refinements
« on: January 12, 2013, 12:52:18 PM »
I like these a lot, they're all great suggestions. I'm not sure I 100% love the ranging indicators you've come up with, as it feels a bit too complicated. They are far better than the current implementation though, and I'll have to see if I can think of anything better...  ;)

Great work!

Suggestions / Re: Frequently Made Suggestions
« on: December 25, 2012, 06:48:58 PM »
Gothars, you've done a great job at keeping it friendly and welcoming, while also answering many of the more-frequently-suggested but more steadfast aspects of Starfarer. Props!

Suggestions / Re: Escape Pods
« on: December 23, 2012, 03:49:25 PM »
Like the idea and overall implementation for normal ships, would love to see it in the game as a later addition after campaign is more fleshed-out.

I don't think it'd be a good idea to extend escape pods to fighters, however. It would add unnecessary chaos to battles involving many fighters, and there's really not much you can do to protect escape pods that launch deep in enemy space anyway (where fighters are likely to be destroyed). Logically and lore-wise, a fighter craft would have little room for an escape pod, so such an omission is acceptable, I think.

Announcements / Re: Starfarer 0.54.1a (In Development) Patch Notes
« on: December 16, 2012, 01:12:27 PM »
Man, now if only I could put two Guardians on an Astral... :)

General Discussion / Re: 50% damage reduction on selfship
« on: December 03, 2012, 08:38:35 PM »
I think a good place to incorporate a "popup" would be in the character creation process; with a bit of creativity you can slip it in quite seamlessly (ie, something asking about your experience, with a small annotation that the choices correspond to damage reduction on the piloted ship).

Suggestions / Re: Radio chatter
« on: November 19, 2012, 12:59:51 PM »
I like this as well. I think a small radio feed with transmission "updates" would help add to immersion and create a bit more attachment to your captains. It could have a toggle as well, to collapse/hide the feed. Having it remain text-only could also ease the need for voice-acting, although having voice for some of the most critical messages in the final game would be cool as well.

General Discussion / Re: Favorite of Each Class!
« on: September 07, 2012, 10:36:41 AM »
Fighter: Broadswords. Good escorts, good interceptors, and good even against larger ships. Very versatile craft.

Frigate: Honestly, I rarely use these except when starting off in a campaign, and even then for as short a time as possible. The Wolf is nice, though.

Destroyer: Enforcer. Without a doubt. 5 medium ballistics and missiles allow it to handle pretty much every situation. And, it's quite nimble with Burn Drive. Very dangerous combo.

Cruiser: Tough call between the Dominator and Eagle. There are some nice Dominator loadouts that can easily cripple capital ships, but can still handle fighters. The Eagle is nimble, yet can be fitted for long-range focused fire.

Capital Ship: Depending on the situation, Conquest or Onslaught, for reasons others have mentioned. I do love the Astral as well, but it's just a bit too overpriced in terms of FP to justify its use in most occasions.

Suggestions / Re: More differentiation for carriers
« on: September 03, 2012, 07:20:16 PM »
I like the different repair rates; that could be tied into the different tech levels (ie, Astral and Odyssey repair fastest, Gemini and Venture second-fastest, etc.) to lend greater clarity.

Don't really like the various bonuses, though. I think that it's perhaps a bit silly that for a constructed reason, fielding two high-tech supercarrier Astrals is less effective than fielding an Astral, a Gemini, and a Venture.

Suggestions / Re: phase sensors.
« on: September 01, 2012, 04:26:07 PM »
You guys should probably read this thread, particularly Page 4. A hint of a possible changes to come for the phase ships:

Suggestions / Re: Not your Ordinary Multiplayer suggestion.
« on: August 28, 2012, 11:34:19 AM »
Sure, there's nothing preventing you from doing so other than common courtesy. I think it should be obvious that there's ways to respond to frequently-asked questions while maintaining a friendly community. But I'd rather not take this thread too far off topic, so I'll leave it at that. Feel free to take it to PM if you like, though.

Suggestions / Re: Not your Ordinary Multiplayer suggestion.
« on: August 28, 2012, 11:18:10 AM »
Sure, this has come up before, and Alex has decided against it for the foreseeable future for very practical reasons. But there's still no reason for posts like:
It shouldn't be needed, really. The FAQ clearly states that there never will be any multiplayer. I'm getting stick of all these threads. There are 15 of them now. Perhaps people needed to learn to use the damn search function.

If you're sick of it, it's perfectly fine to not post in the thread: nothing's obligating you to do so. I found the Starfarer community to be very welcoming and productive when I first visited, but posts like these in an increasing number of suggestion threads just have me shaking my head and feeling less and less inclined to continue visiting.

And to address the OP, Alex has ruled out multiplayer for two major reasons: gearing the game for multiplayer would skew his vision of Starfarer, and the network code would take a tremendous amount of time to get right, time that he would rather invest in developing the single player campaign.

General Discussion / Re: Phase ships
« on: August 22, 2012, 11:19:14 AM »
Another issue with phase ships is that while the cloak is great for dodging missiles, it doesn't get rid of them: not a problem with rockets/torpedoes, but the inability to get rid of harpoons and salamanders is a major issue. That isn't too bad of a con for small ships like the Shade, but when you need to dodge missiles with the Doom, it's no fun: you often have to generate more flux while phased than you otherwise would by absorbing the missiles with a shield-equipped ship.

An easy way to take incoming missiles that your point defense won't be able to handle, with a shielded ship, is to just hold fire for a second or two shortly before the missiles hit, passively venting flux to create a "flux buffer." Then, raise shields right before the missiles impact to absorb them.

General Discussion / [.53.1a] Eagle Loadouts
« on: August 22, 2012, 10:06:08 AM »
With the newly-improved Maneuvering Jets, the Eagle is really something (it's a close call whether the Eagle or Dominator is my favorite cruiser).

With all its forward-focused weapons, you can unleash a massive amount of firepower and pinpoint it on one location, easily cutting through armor. That said, what loadouts are you guys using?

Here's mine:
2x HVD, on left & right ballistic hardpoints
3x Phase Beam
5x Burst PD, three on front and two in rear

And ITU.

Middle ballistic hardpoint empty, two small missile slots empty. All extra points into vents.

I find it works very well at overloading and disarming ships with all the EMP damage, and the rest of my fleet can then unload missiles to quickly cut down the armor. The three Phase Beams work well in a pinch too, seeing as they do energy damage.

I've been experimenting with filling the front middle ballistic slot and removing the two rear Burst PD, but then flux balance and Salamanders become much more of an annoyance, respectively.


General Discussion / Re: New Onslaught is a Beast!
« on: August 20, 2012, 11:33:33 AM »
I still find that the most useful weapon system on the Onslaught is the 4 Annihilator missiles. After launching an all out assault with the main guns it can just sit behind a cloud of missiles, passively venting flux and forcing opponents to keep shields up (or doing truly massive damage). And it gets their amazing damage blocking ability!

I haven't really used Annihilators on the Onslaught all too much since I've felt that with the Onslaught's slow turn rate and the rear positioning of the missile slots it's a bit difficult to get missiles to align properly to hit. I'll have to try it out; I've usually been leaving the missile slots empty on that ship. I do love Annihilators on my Dominator, though.

General Discussion / Re: Mjolnir Cannon: Anyone Use It?
« on: August 20, 2012, 11:30:40 AM »
And that's not even mentioning the OP cost. Gauss Cannons and Hellbores are a far better investment in my book, depending on the purpose.

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