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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Daynen

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406
Suggestions / Re: Prioritize by hull size orders
« on: October 04, 2019, 06:07:50 PM »
I definitely would like to be able to specify some better orders for my fleet before a battle.  For a rough, very rudimentary example of how this MIGHT work with some adjustments, look at Gratuitous Space Battles.

407
What about some kind of weapon that repairs OTHER ships' armor?  Like a short ranged welding beam that generates flux but gradually just regenerates armor?

PROS: you can do repairs in battle and maybe find a niche for some ships you might never use.

CONS: you have to use a ship for repairs instead of fighting.  AI would probably need recoding to make it work for AI pilots.  The ship can't repair itself with its own beam.  Possibly still abusable.

408
General Discussion / Re: How do deal with shield fighter swams
« on: September 26, 2019, 09:45:40 PM »
Flaks aren't that impressive to begin with; they miss too often.  Basic machine guns, while short range, have great rate of fire and burn shields quickly.  If you happen to be running anything with large missile slots, a Locust launcher or two will absolutely MOW fighters of all shapes and sizes.  If your craft have small energy slots, PD lasers are reliable; they don't miss and tend to do well against all fighters, shields or no.

409
General Discussion / Re: Percentages Question
« on: September 26, 2019, 09:42:52 PM »
It's also good for ships that have slow raising shields and a lot of ship to cover.  The time it takes to drop shields, vent, then fully raise shields again can be a HUGE window for strike forces; allowing hard flux to dissipate with shields up means some craft can just run shields all the time.

How do you think the monitor is so damn durable?  It does exactly the same thing, only faster.  Combine a monitor with an officer with this talent and they'll eat heavy ordnance for DAYS.

410
General Discussion / Re: Getting way outgunned
« on: September 26, 2019, 09:40:19 PM »
There are tactics and fleet compositions that can beat any fleet in the game; the trick is getting a hold of the right ships and weapons and setting things up for such a fight.  Then of course you have to make sure your officers are flying durable enough ships to eat some fire while you bring a nice alpha strike craft and go to work.  It should definitely be noted though that once bounties start sitting around 300k they are no longer a trifling matter and you should go prepared for WAR.

Just experiment with more ship types and weapons and try flying around enemy fleets to divide and flank them; you're bound to find tricks that work for you.

411
I think it might actually be kind of fair for laser PD stuff to be a bit flux inefficient because you're getting a weapon with no travel time, perfect accuracy, no chance to hit a stray target on the way--in other words, things like the Paladin are guaranteed effective without any of the flaws of other PD weapons.  It makes a little sense that you're paying more in flux costs for that reliability.  Whether it should be as much as it is now is debatable, but it makes some sense at least.

I would gladly mount a hullmod that helps PD ignore things that aren't on an impact trajectory though; the game does waste more than a few shots on things that are no threat.

412
Suggestions / Re: a bunch of minor nitpicks
« on: September 24, 2019, 04:40:53 PM »
I can second the annoyance of ships that basically ram a station, ESPECIALLY when they're piloted by steady or even cautious captains and loaded with nothing but long range missile weapons.  I've lost more than a few expensive ships to dumb captains who INSISTED on being at point blank range when a station exploded; they'd have been fine otherwise but NOPE.  Gotta see the fireworks UP CLOSE.  A teeny tiny bit of common sense is in order for fleet AI, both allied and enemy alike.

413
General Discussion / Re: Difficulty Scaling
« on: September 19, 2019, 06:41:33 PM »
creating a "commerce" industry is also a good way to resupply since you can buy from your own colonies at a great price if they're already producing what you buy.  Taking from your stockpiles works but you're always paying base market price at the end of the month.

414
Suggestions / Re: Purchase Faction Com Network Subscription
« on: September 17, 2019, 04:26:47 PM »
I like the idea, though it risks completely obsoleting comm sniffers...

415
Suggestions / Re: Skills that affect ship systems
« on: September 17, 2019, 04:25:57 PM »
Skills which can't be toggled off or refunded shouldn't have an inherent downside, though using them wrong should always be punishable.  In the hypothetical example, more intense effects with shorter duration isn't really a downside; it's an acceleration.  Now if you happen to burn drive right into an enemy formation or hit your ammo feeder right as your target explodes, that's your fault.  I don't see a problem with this idea, though some workshopping may be warranted.

I also see the merit in suggesting it become a hull mod though; it would fit the same theme as safety overrides: great power at great cost.

416
Suggestions / Re: Resource management sucks
« on: September 17, 2019, 04:20:09 PM »
Having more uses for some goods does sound like a good idea, but only if there's ALSO a real CALL for those uses.  The neutrino detector, for example, uses volatiles, which is great but...I never find myself using it even IF I actually pick up the skill.  I should probably start a playthrough just to specifically play with it a bit more...

Using metals for repairs is one thing in particular I could see making sense though; you pick them up as junk CONSTANTLY, they're worth next to nothing and supplies are expensive.  Maybe they could serve as a repair aide, consuming metals for repairs as long as you have them and using supplies as normal once your metals run out.  It might extend your long voyage range just a bit depending on what you manage to scrounge up without completely freeing you from reliance on supplies.

As far as the actual interface goes, I wouldn't mind having a way to store/pull all my weapons with one click, so long as it's a smart enough feature to not dump everything ELSE at the same time.  Making use of the inventory tabs could make this fairly simple I think.  SS's interface is mostly pretty elegant with just a few trouble spots; inventory management could use a little touch up for polish's sake I suppose.

417
Suggestions / Time: a factor that prevents stagnation
« on: September 17, 2019, 04:03:59 PM »
When I was introduced to star sector, it took me a little while to figure out why I enjoyed it.  I mean I WAS enjoying it; I just couldn't put my finger on precisely WHY.  After a few hours it dawned on me while hunting down a pirate bounty:

PIRATES!

Pirates Gold, Sid Meier's Pirates, of COURSE!  The similar game flows reminded me of glorious voyages on the high seas, navigating storms, hunting marks, sinking ships, building fleets, trading goods at port, earning promotions, all that good stuff!  The combat mechanics and nuances of travel and ship loadouts helped of course but that's what really struck a chord with me.

I've realized there are a few things about those games that SS is missing though and the first one that really set the tone for those games is time.  In the pirates games, one constant is that you age.  Your character only has so many years of sailing in him and eventually you've got to hang up your hat and call it quits.  You have plentiful options to willingly retire on a good note but sooner or later wounds, illness and age take their toll and you're eventually forced into retirement with your deeds summarized into your final tale.  This was important because it meant that you had a good reason to get out there and DO stuff before your time was up.  Mortality is the greatest impetus for action after all.

Could Star Sector have a more concrete tone and pacing with the addition of aging and forced retirement?  How would it affect the feel of the game if we knew that we were on the clock?  It would certainly add incentive to take certain opportunities when they arise and it would definitely give us a reason to plan ahead and decide on our vision for our budding captain/admiral/commodore.

418
Half the range and half the cooldown?  You're practically BEGGING people to put lances on a tyrant then because range means nothing when I phase through the enemy ship and pop up right on their engines.  That's gonna be devastating.

419
General Discussion / Re: How often do you undergun mounts?
« on: September 16, 2019, 03:43:26 PM »
It's almost mandatory to leave some slots open on a lot of ships, especially if you're trying to get some focused firepower.  I run Atlas mkII with two locusts, two mjolnirs and two machine guns on the front to stop a few missiles.  No side guns because it's not for charging into formations anyway.  This leaves a lot of extra points for flux control and maneuvering mods.  Salamanders MIGHT hit my engines if I'm not paying attention, but that's what omni shields are for.

Now on AI ships it makes sense to run lots of point defense efficient weapons and survival upgrades, since the AI just can't seem to handle nuanced combat anyway.  This lets the AI tank damage longer while you get the job done and it'll maybe take out a few frigates and destroyers along the way.

420
General Discussion / Re: Salvage exploit
« on: September 16, 2019, 03:35:27 PM »
If you're not running heavy industry skills to improve your salvaged ships, salvaging a ship for money isn't really worth the effort most times, IMHO.  If it's a ship you're looking for, cool; the d-mods on most salvaged stuff tank the resell value to worthless levels though, especially since most salvaged ships have 3 or more d-mods without skills.  Since you get more supplies/fuel/metal/whatever for just skipping recovery anyway, I don't usually bother.

Now if I'm within arm's reach of a market and I find, say, a capital ship with only 2 d-mods then maaaaaybe it's worth taking it in.  If I'm hurting for cash.

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