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.

Messages - Iscariot

Pages: 1 2 [3] 4 5 ... 57
31
Modding / Re: More Fighters - suggestions welcome!
« on: January 10, 2013, 06:29:34 PM »
I actually came onto the forum briefly after bootcamp, and yeah, I'm good.

Anyway, yeah, I didn't check the Ascendency mod, I haven't checked any mods recently, I'm sure they've come along a ways. Point being though, I think a 'superfighter'/'gunboat' would be a good addition. A more naval themed one too (I don't think 'corvette' is proper naval terminology for a craft of the size we're talking about :P).

32
Modding / Re: More Fighters - suggestions welcome!
« on: January 10, 2013, 05:08:08 PM »
Anyone who remembers me knows that I'm not a fighter guy, but I do have a suggestion to add to this one. Why not add a 'gunboat' type fighter? Meaning, a singular, well armed 'fighter'?

33
Suggestions / Re: New ship systems and hull mods. Post your ideas here!
« on: January 10, 2013, 10:48:28 AM »
Electromagnetic launching rails. Basically an advanced version of what the US Navy already has-- a way to kickstart a fighter squadron down the launch tubes and into the action. Basically a fighter wing could come out of a carrier with an instant 0% flux boost and at full burn, instead of having to accelerate.

34
I'm hearing 'space whales' here, and I like it.

Although, I'm not certain that they'd really fit. The lore states, 'Some even say that they were built to combat non-humans in a long forgotten war, in which the Domain was triumphant', which to me seems to imply that the setting of Starsector is very human oriented, with the higher political interactions of less 'dark age' sci fi mostly forgotten or irrelevant given humanity's decline.

35
Suggestions / Re: Idea to make Beam Weapons more useful.
« on: January 10, 2013, 10:31:10 AM »
  In a game about killing enemy ships and not scaring them off or goading them into retreating beams have little use.

Wait what? Since when was area denial useless?

More to the point, beam weapons are a LOT better than I last remembered them. The burst PD class of weapons in particular are actually pretty viable ship to ship weapons in addition to being probably the best PD around at this point.

36
Suggestions / Re: Mass Driver weapons
« on: January 10, 2013, 10:28:02 AM »
I don't think it'd makes sense as an anti-ship weapon from the lore standpoint. I mean, if you can just kill people with relativistic asteroids then what's the point of a plasma cannon or railgun?

I do like the idea of mass drivers as a planetary bombardment weapon though. Even if that unlocks an entire different set of problems like, why every planet isn't a pockmarked glass sphere hostile to life.

37
General Discussion / Re: The (nearly) unstoppable paragon build
« on: January 10, 2013, 10:25:42 AM »
It's really not that hard to make an unstoppable paragon build. The ship is supposed to be the 'ultimate' end-game craft. The base build is more than sufficient for a well built fleet.

38
General Discussion / Re: What is your favorite ship?
« on: January 10, 2013, 10:22:46 AM »
Ah, I remember a thread just like this many months ago ;)

My answer is still the same. The Conquest. A protagonist's capital ship-- a ship that thrives on customization, versatility, and finesse without the juvenile hypertech overtones of late epoch ships.

39
Announcements / Re: Welcome to the Forum
« on: January 10, 2013, 10:19:37 AM »
Yo, I'm Iscariot, I got into this game a little before TB's video, which makes me a little salty around these parts, but I've been away for a while on account of having joined the Marine Corps. I'd been looking for a game to fill the niche EV Nova had for me, ie, a game where you can fly a lot of different ships (specifically capital ships since I think those are boss) in an open world and manage a fleet all at the same time, and I'm glad that I found Starsector.

40
Announcements / Re: Starsector 0.54.1a (Released) Patch Notes
« on: January 10, 2013, 10:16:43 AM »
I don't really like it either, but I'm sure the issue has been discussed to death by now, and really, I'm not sure if it's just the name or because I was attached to the name 'Starfarer' so I'm really not that upset.

41
Announcements / Re: Starsector 0.54.1a (Released) Patch Notes
« on: January 09, 2013, 10:46:50 PM »
Man, I finally get internet (and a computer) here at MOS school and what do I see but a new Starf..... things really have moved along haven't they?

Anyway, I don't really know what to comment on regarding this specific release since it's been a while since I've laid hands on this game, and a lot of stuff's gotten added, so I'll just throw some stuff out there. Frigates seem a lot better now that I can buff their OP. I tried running a no-fighter top tier fleet using only Hyperions and it worked swimmingly. Really, a lot of different builds seem more viable than the fighter domination that seemed to reign since I last played this game aggressively, and that's a good thing. Not going to lie, being able to pimp out my Conquest and have it spin like a destroyer is silly fun.

The game is also less punishingly difficult, which I'm not sure how I feel about, but hey, I'm still having fun, so whatever.

42
Announcements / Re: Blog Posts
« on: September 10, 2012, 10:02:09 AM »
Yes it is. And I agree with every bit of it.

You check out FTL at all?

Yes and yes. I've been really into roguelikes as of late; it's a good genre to make a comeback.

43
Discussions / Re: Rate the above posters Song/Music!
« on: September 08, 2012, 07:54:49 AM »
I like it. Not as melodic as I prefer, but not bad. 7/10.

This is more my flow: https://www.youtube.com/watch?v=bw_GhedOX70

44
General Discussion / Re: Faiter119s Youtube Videos
« on: September 08, 2012, 02:57:50 AM »
I agree with the OP on the Reapers. I dunno, they're kind of overly tricky to use and limited. I prefer using Sabot pods and then relying on the broadside to clinch the game after the enemy's been overloaded.

45
Suggestions / Re: Boarding
« on: September 06, 2012, 07:12:06 PM »
But sadly, it is. It's all about software.

Technically a little hacking pod could bring down an onslaught, seeing as it wasn't built for that(you could also take this down the whole BSG road, but read the next scentince). Yes it would be unbalanced, another reason why I think it shouldn't be added. It's frankly a silly concept.

Yes, software that both sides for the most part share, and software that is stored and executed by physical hardware.

Yes, a hacking pod could bring down an Onslaught but they demonstrably do not because Onslaughts are still the main ship of the line for the entire Hegemony. We can therefore infer that Onslaughts are well protected enough electronically.

And yes, it's silly.

Pages: 1 2 [3] 4 5 ... 57