Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - SonnaBanana

Pages: 1 ... 40 41 [42] 43 44 ... 58
616
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 25, 2020, 08:19:14 PM »
Maybe the Alpha AI refuses to use all it's capabilities for you or it cannot do so because it's not given powerful enough hardware?

617
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 25, 2020, 08:43:45 AM »
Alex, how many colonies do you think a no admin skills player should have (as of 0.9.5a)?

Please clarify for Megas, is Converted Fighter Bays only for ships with built-in wings like Sunder or does it work for every carrier?

It would be nice if Admin skills can be made elite just like combat skills. In addition, players can spend story points on an Admin to make one of their skills elite, cryopod admins might start with one skill already elite, Alpha cores have three elite admin skills.

618
Suggestions / Re: Midline Capital Brainstorming
« on: October 25, 2020, 07:15:00 AM »
Drones will still count as fighters in terms of skills, except you cannot choose what goes into the bays.  Might as well use flight decks to let the player choose what he wants in his bays unless the drones are overpowered or otherwise special.

For some of the current ships, if I want carrier skills, I probably will end up putting that new hullmod that converts bays to storage on those ships where I do not care about their drones (Shepherd) or bays (Colossus 3, maybe double plasma Odyssey).
That hullmod is for ships with built-in wings only, like Shepard and Sunder.

619
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 25, 2020, 05:49:43 AM »
Oh yes finally I am more excited for this than for christmass  :D

Can you drop a hint if there's any substantial changes for colony management in the works? It's probably my fav part of the game
There might be some, Alex tends to update patchnotes once or twice.

620
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 23, 2020, 08:30:49 PM »
Any plans to add more industries locked behind blueprints (like Planetary Shield)?
Are factions more or less likely to launch expeditions now?
Do [REDACTED] now attack systems of other factions? Can they be encountered in hyperspace?
Please add more danngers, encounters and TREASURE to hyperspace.

621
Suggestions / Re: Midline Capital Brainstorming
« on: October 23, 2020, 08:11:47 PM »
Just wanted to say that I've been thinking about what a midline capital might look like, and nothing too satisfying has come to mind, so: keeping an eye on this thread, with interest!
There's another one http://fractalsoftworks.com/forum/index.php?topic=17221.msg271574#msg271574
 :P

DP-wise, it should be very cheap.

622
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 23, 2020, 09:43:21 AM »
Did it become much easier for players to gain reputation? If so, will we get more options to spend reputation for more goodies?
Since the player can't directly control Automated Ships....... will there be a hullmod to allow it?
Is Personal Contacts the last blogpost before 0.9.5 release?

623
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 23, 2020, 03:38:15 AM »
He hasn't ruled out making the core elimination harder.
Yes please, destroying the core should be far harder.

624
Suggestions / Re: Midline Capital Brainstorming
« on: October 23, 2020, 03:11:18 AM »
I hope that whatever capital ship Alex and David make, it won't rely on fighters too much.
No, given how it seems to be truly unique, it'll be a phaseship.

625
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 22, 2020, 09:20:18 AM »
Alex, please add more ballistics with ammo and a kinetic torpedo.
And a midline carrier capital.

What is the new Missile Specialization like?

626
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 22, 2020, 09:01:51 AM »
EXP levels out.

627
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 22, 2020, 01:04:45 AM »
That is the problem.
Black market is all profit and almost zero risks.
I do not understand your opposition to allowing players making money from legal trade.
Riskier should be more rewarding, no?

The problems are that the black market isn't risky enough and players aren't rewarded enough for being really friendly with a faction.

628
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 22, 2020, 12:36:25 AM »
About that. An idea would be (1) the ability to host a faction without owning a world and (2) the ability to hire captains to (say) trade between various worlds, with the player receiving a cut or something of that sort. Essentially, we can imitate the Hegemony, but we can't imitate the Tri-Tachyon. This would tie into the game's dynamic economy very well too, and provide a very different experience. You could tie this in with colonies, and have the player negotiate trade deals with contacts and in some situations even receive military contracts, and this could further tie into the proposed starting phases of a colony as a mission or two.

The question is, how is this interesting mechanically, aside from being a nice roleplaying thing? Colonies have the potential to make some trouble for you (i.e. lead into combat); the specifics of this can certainly be refined, but at least the path is there. If you just hire a fleet to trade for you, is it just a "get more money over time" mechanic? The design work here would be trying to make this interesting.

This would mostly just provide more intricacy to colony building, but I could see a company of some sort be interesting. Maybe a combination of warding off pirates (perhaps through mercenaries), having to build trust with contacts, that sort of thing. It wouldn't supplant normal gameplay, just be an option with various difficulties (non-randomised, as discussed before) inherent. Then one can add the black market into the mix too. Now it is rather passive, but a large amount of good could come from a specialised intel tab, allowing the player to view their trade routes, and perhaps even the trade routes of other factions. That brings us to another application for contacts. Spies. I need to go now. Bye!
Don't forget, there's always room for other factions attacking your companies if they get desperate.

629
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 21, 2020, 05:31:18 PM »
Alex, what post-colony credit sinks will there be? Fleets? Research? Megaprojects?

630
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 21, 2020, 06:19:44 AM »
Can we please get a buff to PD?

Like giving PD a modifier that increases damage to fighters and missiles but reduces damage to everything else.
This is a good, simple alternative to my dodge mechanic proposal.

Pages: 1 ... 40 41 [42] 43 44 ... 58