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

Author Topic: Pulsars should have warnings!  (Read 1331 times)

IonDragonX

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Pulsars should have warnings!
« on: May 02, 2021, 01:33:21 PM »

If the game can warn you that you risk incarceration for jumping into a safe system without your transponder...
If the game can warn you that you risk battle for jumping into a system that has a hostile near the jump point...
Then it can definitely warn you that you risk incineration for jumping into a pulsar system!

Alternately, the pulsar could be animated on the hyperspace screen. (turning little twin emission streams. like a lighthouse in the void.)
or just leave a danger level:high buoy in the system itself. (just how did all the redacted systems get theirs anyway, without fail? They wouldn't have done it themselves, would they?
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bobucles

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Re: Pulsars should have warnings!
« Reply #1 on: May 02, 2021, 02:34:09 PM »

Knowing that pulsars are bad news is kinda astronomy 101. Similar to "don't fly into a black hole". Anyway, it's a lesson quickly learned.


I do like the idea of pulsars having a visible effect in hyperspace. That'd just be cool.

Amoebka

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Re: Pulsars should have warnings!
« Reply #2 on: May 02, 2021, 02:39:03 PM »

Knowing that pulsars are bad news is kinda astronomy 101.

Real pulsars aren't 2D circles that shoot 2 slowly rotating beams at a very limited distance, so this argumet doesn't hold.

The fact is, the game already warns you about enemy fleets, so there's no reason it shouldn't warn you about dangerous terrain.
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Ramiel

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Re: Pulsars should have warnings!
« Reply #3 on: May 02, 2021, 03:12:18 PM »

But what else will burn all my supplies in seconds? Even better, when a pulsar system has a constantly respawning pirate/luddic base, that only target your colonies!
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bobucles

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Re: Pulsars should have warnings!
« Reply #4 on: May 02, 2021, 03:39:01 PM »

Overall, the UI does feel lacking when your fleet is in extreme danger. The visual feedback doesn't really match the reality of OHGODOHGODEVERYTHINGSMELTING.

IonDragonX

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Re: Pulsars should have warnings!
« Reply #5 on: May 02, 2021, 04:54:43 PM »

Real pulsars aren't 2D circles that shoot 2 slowly rotating beams at a very limited distance, so this argumet doesn't hold.
Hmm?  ???  I don't understand. I've seen too many pulsars in person. Most of the time, the danged thing kills me. I have 1st hand experience that A) It is a 2D circle, just like I am 2D; and B) It does, in fact, slowly rotate deadly beams at a non-lightyear distance.  ;D
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Ad Astra

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Re: Pulsars should have warnings!
« Reply #6 on: May 05, 2021, 11:30:30 AM »

Overall, the UI does feel lacking when your fleet is in extreme danger. The visual feedback doesn't really match the reality of OHGODOHGODEVERYTHINGSMELTING.

When you brush against a solar flare unknowingly because it doesn't show properly graphically and when you look down you see you are at a comfortable -80 supplies/day. The pleasures of space exploration
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You can park your spaceship anywhere you want if you get along with pirates

Sutopia

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Re: Pulsars should have warnings!
« Reply #7 on: May 05, 2021, 02:03:52 PM »

I think pulsar direction should be observable from hyperspace.
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Since all my mods have poor reputation, I deem my efforts unworthy thus no more updates will be made.

Ad Astra

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Re: Pulsars should have warnings!
« Reply #8 on: May 05, 2021, 04:55:29 PM »

I think pulsar direction should be observable from hyperspace.

Naah, that would ruin the fun of high stakes jumping into a neutron star system while praying. It's like going to the casino, except the chances of winning don't really net you anything other than your survival.
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Drazan

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Re: Pulsars should have warnings!
« Reply #9 on: May 06, 2021, 04:01:51 AM »

But what else will burn all my supplies in seconds? Even better, when a pulsar system has a constantly respawning pirate/luddic base, that only target your colonies!

Since 0.95 pirates and pathers do not spawn in pulsar systems
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