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

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Topics - SonnaBanana

Pages: 1 ... 8 9 [10] 11 12 ... 14
136
Suggestions / Destroy Luddic cell - 1 SP, ??% Bonus Exp
« on: October 26, 2020, 07:46:42 PM »
Exactly what it says, players should be able to spend a story point to destroy a Luddic cell on a planet, both player colonies and AI faction planets. Doing this on the letter even nets you some positive reputation with that faction.

137
General Discussion / Current colony managemnt system
« on: October 12, 2020, 09:29:50 PM »
How does it play out in general? Which parts feel lacking and need more development? Babysitting aside, what is the most annoying part?

138
Suggestions / Spend story point to do a convoy raid
« on: October 02, 2020, 10:43:49 PM »
This is only permitted against fleets which are too large to disengage.

When the battle starts, the entire enemy fleet is deployed at the center of the map in a wide formation (ie ship to ship distance isn't too close). All enemy ships suffer a speed penalty while the convoy raid is on going.

Since the DP advantage is in the enemy's favor, there are no worries about player steamrolling over the near-immobilized fleet with a squadron of Odysseys and Conquests.

139
How different from 0.9.1a will the "gold" version be?

140
Suggestions / Fighter rework
« on: September 24, 2020, 09:42:04 AM »
Halve their hull, armor and shields first and foremost.

And let them (along with missiles) dodge, chance of taking absolutely no damage. 25/50/75 to dodge a small/medium/large weapon. Dodge chance is reduced by 35 against point defense weapons. IPDAI reduces dodge chance by a flat 20 for all weapons, PD or not.

Also, make the Paladin's lasers undodgeable.

141
General Discussion / Swarmers
« on: September 23, 2020, 01:18:17 AM »
How do you use them? What ships do you have use swarmers? Are they good?

142
General Discussion / Alex, do gates mean bigger default sector sizes?
« on: September 09, 2020, 09:47:37 PM »
Are you going to increase the default sector sizes when gates are implemented?

143
Suggestions / Anti-ship Minelayers
« on: September 04, 2020, 08:39:02 PM »
Can we have anti-ship minelayer weapons? They can use missile slots.

144
Suggestions / 25% minimum is not low enough
« on: August 24, 2020, 09:41:27 AM »
25% success chance at Stability 10 is not low enough, we need more ways of reducing pather success chance (which doesn't involve base hunting) when the pather bug gets fixed.

145
Frigate FP = DP
Destroyer FP = DP*0.95
Cruiser FP = DP*0.9
Capital FP = DP*0.85

Ships with Civilian-grade Hull would need to have their FP assigned on an individual basis.

146
General Discussion / Most underdeveloped aspect of game?
« on: August 20, 2020, 07:34:33 PM »
Excluding the lack of story/side missions, which aspect of the game is most underdeveloped and could use more love?

147
For a faction, the accessibility of all it's planets in a system equals the accessibility of said faction's highest accessibility planet in the system.
Secondly, hazard rating should not affect accessibility.

To balance for this, growth penalties from hazard rating should be raised much higher.

148
General Discussion / Alex, please tell us the new lore!
« on: July 24, 2020, 09:43:22 PM »
Or at least, parts which aren't too spoilertastic!

149
Suggestions / Some AI fleet types with limited logistics.
« on: July 24, 2020, 09:40:55 PM »
Certain types of AI fleets, such as Mercenaries, Bounty Hunters, Trade Convoys/Smugglers, Hyperspace [REDACTED] (when they're implemented),Pirate Raid/Expedition/AI Inspection/Saturation Bombing and the outside-core Scavenger Fleets should have limited logistics. Generally, fleets that can do mid and long range hyperspace travel.


150
They are frigates but their cargo/crew capacity/fuel capacities are zero or close enough that they can't provide for their own logistical needs.
In return, they have far better combat abilities than normal frigates, whether in flux/speed/OP/weapons etc.

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