Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

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.

Topics - Avan

Pages: 1 ... 3 4 [5] 6 7 ... 11
61
General Discussion / Forlorn hope
« on: February 14, 2012, 07:00:48 PM »
 ;)

I see what you did there.

Also, managed to get 100% with only 146 Hull HP left :D (first try, got lucky at the very end, because I barely managed to catch two gauss shots that would have done me in for sure at the same time on my shields just after finishing venting flux)

62
Suggestions / Split the fleet
« on: February 14, 2012, 06:49:56 PM »
From an irc discussion just now, I came up with the idea that maybe the player can temporarily split their fleet and dash off in pursuit of a fast enemy and then rejoin the main fleet later, or maybe ditch a slow freighter for a moment if they think its safe to do so, and charge after a larger but slightly faster enemy fleet.

63
Suggestions / Setting to revert to old autofire behavior
« on: February 14, 2012, 04:47:21 PM »
I can say with complete confidence I prefer the old autofire style behavior. The new one is just too much of a hassle for me (I like to set up my autofire the moment I enter battle, and I do this so fast that sometimes it registers my keypresses out of order and I end up firing one of my AM blasters when I meant to shoot missiles and then I end up silently cursing to myself over my error which I must now correct in the middle of an engagement), even if it does perhapse make the UI a bit more clear for a newcomer to the game (hence the setting-based option to revert)

64
What the title says. I noticed some rather consistent ridiculous death counts, such as losing two marines boarding a single half-dead piranha. TWICE.

65
Bug Reports & Support / .5a OP display in ship stats fleet/purchase view
« on: February 14, 2012, 04:27:20 PM »
the OP count displays the fleet point count instead

66
Suggestions / place to store surplus ships temporarily.
« on: February 14, 2012, 11:57:15 AM »
basically what the title says

67
Suggestions / .5a - system screen nav ribbon
« on: February 14, 2012, 10:45:05 AM »
having a nav ribbon in the system screen would be rather useful, esp. for heading towards stations/planets

68
General Discussion / [.5a question] campaign battle victory conditions
« on: February 14, 2012, 09:38:42 AM »
When does it know to select attack or defend? I mean, defending has significant advantages to attacking (CP, capture rate by enemy, etc), so there needs to be some reasonable counterbalance to that.

69
Modding / [.5a questions] Factions & the ships they use
« on: February 13, 2012, 06:36:08 PM »
Are we able to mod in factions?
Are we able to set their dispositions towards each other?
What attributes can we control via modding in factions in .5a?
Are we able to control what ships the factions use?
Are we able to control how common ships appear in factions?

70
Suggestions / .5a end-combat derelict ships: Salvage & more mechanics
« on: January 26, 2012, 05:55:50 PM »
So we know that in .5a, with the advent of the new ship salvaging ability, you can choose to board & repair ships after combat.

However, I was thinking about something while walking home from lunch and then completely forgot about it until I randomly remembered just now.

What if repairing and salvage took time?
Now, I don't mean RL-time, but I mean time from the fleet in simulation. This presents players (and the AI!) with the choice of continuing on to their destination, or stopping to repair & salvage. Got some freight to deliver on a deadline? You might have to come back for the wrecked frigates later (if someone else hasn't scavenged them first). On the other hand, a large engagement between enemy states might leave a massive debris field that they can't immediately reclaim (ie, losses were too great, or the fleet is on a time-sensitive mission, etc) that the player (in addition to other random salvagers and looters) can go and comb for usable weapons, ships, and other lootable things.

Thus running salvage operations can be quite lucrative; so long as you get there first. Given the nature of the sector, I would not be surprised if more than one overly ambitious salvagers will be more than willing to fight with you over the spoils (or the inverse, for the player). Some might be ok with picking over the leftovers and won't get confrontational (Since there will likely be limits as to how much you can take. Afterall, you can only fit so many gauss cannons in your cargo hold for example).

71
Modding / Modding changes in .5a?
« on: January 24, 2012, 04:30:05 PM »
Alex, can we get some sample files (ie, CSV/.ship/.variant) just to see how things need to be formatted in .5a? (and get a head start)

72
Suggestions / Q-ships
« on: January 24, 2012, 09:44:23 AM »
it would be nice to be able to have q-ships, where you (or the AI) can have ships which show up to be other ships (proper freighters), but in combat reveal themselves to have a lot of hidden weaponry/over-powered weaponry (for their class). Theoretically, they would fall somewhere between outright militarized versions of freighters (Buffalo II, Condor) and the plain civilian version in terms of over-all performance (including all logistic concerns). Since most of the modifications will be internal/hidden, they would look like a normal civilian version until you get within firing range, as opposed to more blatantly modified ships like the Condor.

I would imagine they would put everything into combat (most likely emphasizing firepower, maybe decent speed, and passable armor, in most cases), and sacrifice just about all actual logistical capabilities (which a combat craft likely wouldn't want to do, since autonomy is more valued) - afterall, they will be flying among actual freighters, some of which can be put to use carrying the supplies for the interspersed q-ships.

Would be nice to use to lure unsuspecting, under-armed pirates into attacking what appears to be a harmless convoy, because then you can turn the tables and gut /them/ for a bit of a side profit. Plus such actions would likely warm the local "authorities" up to you. Rather fitting for the sector I would imagine.

73
In the windows 8 developer preview, the launcher and product key pasting screen are glitched in a way that results in the last interacted with interface item to be translocated to the upper left corner of the window, while a visually static copy remains in the old position (thus this makes it not apparent that one has changed the resolution or entered the product key, because simply mousing over a button will cause it to appear on top of the last translocated object. Not to mention that one would not expect to look there anyways.). The glitch itself is harmless though; the game is able to start up and run fine.

74
Modding / 'general balance guidelines' for slots in .5a?
« on: December 17, 2011, 02:25:44 PM »
Got any general balance guidelines as to slot ratios & counts on the various ship sizes in .5a? I recalled that you had down-sized a lot of the slots for .5a

75
Suggestions / Display version number in launcher
« on: November 06, 2011, 03:39:16 PM »
just a minor request, but a nice one to have none-the-less

Pages: 1 ... 3 4 [5] 6 7 ... 11