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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Author Topic: Some small ideas  (Read 1601 times)

Hansag

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Some small ideas
« on: July 08, 2020, 07:49:35 AM »

Fleet - Scuttle
Sometimes you just want to get rid of a ship more than mothball and bring it to port.
Scuttle ship and make it a derelict. Set it in a stable orbit etc.
Edit: I'm just blind


Refit - Comparison
Compare new weapon with current (button to lock one in place)
Edit: This might already be in, but in that case: How does one do this?

Refit - Reset Simulation
Run the simulation again with the same adversaries

Combat - List of Ships
In the Command view (?) have a tab from which you can select ships or groups of ships (holding shift)

Combat - Battle Diary
A list of the events in combat
Also, ability to click entries (e.g. about your ships) to select it so you can ask it to pull out etc.

Combat - Freeze!
Ability to see your ships drift, and/or which direction you are travelling.
Ability to push a button to stop
Edit: Pressing "C" resolves this perfectly


Combat - Demand Surrender
Ability to demand enemies to surrender and hand over their stuff
What better way to pirate things, than to just ask traders for their stuff. Without fighting! :D

Combat - Tactical Damage
Inspiration: Battle Brothers
Having certain systems being damaged or knocked out during combat, as well as
Edit: as well as taking some time to repair after combat.

Raid - Heavy Weapons
Heavy Equipment gives up to 100% bonus to Salvaging.
Heavy Weapons could give up to 100% bonus to Raids (makes you want to keep some of that in reserve)

Intelligence - Sticky Notes
Ability to show important messages when travelling (e.g. below new messages popping up, and lock them in place there)

Intelligence - Archive
Ability to put certain updates into an archive

Intelligence - Sorting
Ability to sort and pull up intelligence items for a specific system (and archive them once dealt with)
« Last Edit: July 08, 2020, 09:54:36 AM by Hansag »
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Grievous69

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Re: Some small ideas
« Reply #1 on: July 08, 2020, 08:00:10 AM »

Refit - Comparison
Compare new weapon with current (button to lock one in place)
Is this what you had in mind? https://twitter.com/amosolov/status/1222674844711604226
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Mondaymonkey

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Re: Some small ideas
« Reply #2 on: July 08, 2020, 08:05:14 AM »

Fleet - Scuttle

I am pretty sure you already can scuttle ships right in space from fleet menu. Although, it will not appear as derelict.

Combat - Freeze!

Well... go to a combat map, see an arrows close to ships. They are indicate current velocity and IIRC acceleration direction. Did not understand what is "push a button to stop", as you able to pause a battle with "space" button and the "C" is a "hand brake" option.

Combat - Tactical Damage

Partially implemented. EMP damage as well as ordinary can knock-out weapons and engine nozzles.

P.S. Welcome to the forum.
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SCC

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Re: Some small ideas
« Reply #3 on: July 08, 2020, 08:30:48 AM »

Combat - List of Ships
In the Command view (?) have a tab from which you can select ships or groups of ships (holding shift)

Combat - Tactical Damage
Inspiration: Battle Brothers
Having certain systems being damaged or knocked out during combat, as well as
You can select a group of ships and create a control group using CTRL+number. You can select control groups even in the deployment screen. Not exactly the thing you ask for, but that's what's there.
Weapons and engines can already be temporarily disabled and those already can make a ship very vulnerable. Also, one sentence appears to be cut short. You can edit your post to fix it.

Hansag

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Re: Some small ideas
« Reply #4 on: July 08, 2020, 09:51:46 AM »

Refit - Comparison
Compare new weapon with current (button to lock one in place)
Is this what you had in mind? https://twitter.com/amosolov/status/1222674844711604226

Yes! Not sure how to do this though.

Fleet - Scuttle

I am pretty sure you already can scuttle ships right in space from fleet menu. Although, it will not appear as derelict.

Combat - Freeze!

Well... go to a combat map, see an arrows close to ships. They are indicate current velocity and IIRC acceleration direction. Did not understand what is "push a button to stop", as you able to pause a battle with "space" button and the "C" is a "hand brake" option.

Combat - Tactical Damage

Partially implemented. EMP damage as well as ordinary can knock-out weapons and engine nozzles.

P.S. Welcome to the forum.

Thank you!

I can't believe I missed the scuttle button. You even get supplies etc. from it!
Furthermore, pressing C is exactly what I had in mind.

Yes, similar to EMP damage that knocks out weapons etc. But I was thinking for the duration of the battle.

For instance, if a ship is taking a lot of damage it might get things like:

Reactor breach - the ship's reactor is damaged and is slowly generating hard flux (needs to withdraw from battle or risk blowing up)
Weapon system jammed - a weapon/turret is locked in a certain angle and cannot traverse anymore
Drive manifold damaged - Effectively disables the engine for the duration of the battle
Fried Targeting Computer - Reduces autofire leading and range

Speaking of which, if you target a ship (R), then having a "lead target point" to aim for

Furthermore, it seems a bit odd that laser beams that are shut of before reaching a target just retract. Though I guess one could motivate that by saying the beam wasn't focused enough. But I digress.
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Mondaymonkey

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Re: Some small ideas
« Reply #5 on: July 08, 2020, 09:59:20 AM »

Quote
Reactor breach - the ship's reactor is damaged and is slowly generating hard flux (needs to withdraw from battle or risk blowing up)
Weapon system jammed - a weapon/turret is locked in a certain angle and cannot traverse anymore
Drive manifold damaged - Effectively disables the engine for the duration of the battle
Fried Targeting Computer - Reduces autofire leading and range

That is generally descriptions of D-mods you get if lose your ship in battle... So... temporary D-mods... I do not think it is great idea.

Quote
Speaking of which, if you target a ship (R), then having a "lead target point" to aim for

Click me! Click me!

Quote
Yes! Not sure how to do this though.

That would be in next release.
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Hansag

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Re: Some small ideas
« Reply #6 on: July 08, 2020, 10:01:55 AM »

Combat - List of Ships
In the Command view (?) have a tab from which you can select ships or groups of ships (holding shift)

Combat - Tactical Damage
Inspiration: Battle Brothers
Having certain systems being damaged or knocked out during combat, as well as
You can select a group of ships and create a control group using CTRL+number. You can select control groups even in the deployment screen. Not exactly the thing you ask for, but that's what's there.
Weapons and engines can already be temporarily disabled and those already can make a ship very vulnerable. Also, one sentence appears to be cut short. You can edit your post to fix it.

Thank you for noticing. I was thinking as well as some time after combat. So you might have shot up hangar bays, reactors or whatnot, which would take some time to correct, but is possible without a full refit.

Also, yes. The CTRL+number works to some extent. I was thinking additional flavour and tactical options.

For instance, say you have your main force containing your lumbering capital ships, you could have one task force engage or harass their reserves (making it harder for them to reinforce or get away). Of course, that would probably increase complexity quite a bit.

I'll content myself with the control key though.
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SCC

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Re: Some small ideas
« Reply #7 on: July 08, 2020, 10:18:39 AM »

Thank you for noticing. I was thinking as well as some time after combat. So you might have shot up hangar bays, reactors or whatnot, which would take some time to correct, but is possible without a full refit.
This sort of happens. If your ship gets disabled and you recover it, there's a chance it will have d-mods that reduce (or "reduce") its performance in various ways. Decreasing maximum hull points, armour, flux capacity and dissipation, worse sensors, engines, carrying capacity, maintenance are all possibilities. You can restore a ship to full functionality, but it's expensive and it's better to make a whole new ship, instead of trying to fix a beat up one. If you can, that is.

Hansag

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Re: Some small ideas
« Reply #8 on: July 08, 2020, 04:10:08 PM »

Thank you for noticing. I was thinking as well as some time after combat. So you might have shot up hangar bays, reactors or whatnot, which would take some time to correct, but is possible without a full refit.
This sort of happens. If your ship gets disabled and you recover it, there's a chance it will have d-mods that reduce (or "reduce") its performance in various ways. Decreasing maximum hull points, armour, flux capacity and dissipation, worse sensors, engines, carrying capacity, maintenance are all possibilities. You can restore a ship to full functionality, but it's expensive and it's better to make a whole new ship, instead of trying to fix a beat up one. If you can, that is.

Hmmm, I guess when I look at it D-mods, being able to use the affected system at all straight after battle, rather than needing some days to patch it up is the main thing. Having a carrier only able to use half it's hangars for instance, while refitting again is instant (no leaving the ship for a few days to have it done. Granted, if you are flying around with a presine nanoforge, it shouldn't be a problem.

Severe injuries (ie. D-mods) taking some time to "heal" before being usable, if still crippled. Makes it harder to go from one battle to the next in quick succession.

Also, I'm not sure if the game tracks your crew complement, but I guess if your ship is shot up and it starts operating on less than a skeleton crew it would have CR reduced, something one could imagine shouldn't be higher than what the hull is, making retreats even more important (since having a Hull = 5% but CR still above 50% less of a thing). But maybe this is in the game, but I just haven't noticed.
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SCC

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Re: Some small ideas
« Reply #9 on: July 08, 2020, 10:58:24 PM »

Ships lose CR after battle. Losing 10%-20% is no big deal, but if it brings you down to 40%-50% range, the ship will perform worse. 20%-40% range is when minor malfunctions happen from time to time, temporarily disabling engines or weapons. 0%-20% range is when major malfunctions happen, more often and potentially disabling weapons for the rest of the battle and damaging the ship itself (which means that low HP ships can potentially die from that). This means that certain ships can handle several deployments in quick succession better than others, typically low-tech ships.

After battles, your ships should be repaired and regain their CR, before they fight again. Repairs can happen simultaneously with regaining CR and are free if that happens. If you are only repairing the ship at maximum CR, you'll still lose supplies as if it was regaining CR, until it becomes fully fixed.
The rate of regaining CR depends on the ship, but as a rule of thumb, smaller ships are fixed faster. It takes just 9 days for a Lasher to go from 0% CR to 70% (standard), but it will take 18 days to fully fix a Falcon. It's nothing if you're travelling in hyperspace, but if you need to fight two fleets in quick succession, you'll have to fight more carefully or deploy fewer ships.

The game tracks the crew, but in campaign map. Insufficient crew complement causes CR to drop and I've noticed that being short single digit crewmen is not bad, but the more you lack, the worse it gets, to the point that it's better to mothball ships if that happens. Getting badly beat up won't affect you immediately in battle, but if you need to fight more than one battle, it's going to hurt.

gameslayer404

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Re: Some small ideas
« Reply #10 on: July 10, 2020, 02:25:24 AM »

I honestly really want to be able to put notes onto star systems. Like when a faction puts up a mission to find some research station or something in a star. Which is mildly valuable, but you can't take up the offer right now. It really felt wrong when I wasn't able to do it.
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Hansag

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Re: Some small ideas
« Reply #11 on: July 12, 2020, 04:19:39 AM »

I honestly really want to be able to put notes onto star systems. Like when a faction puts up a mission to find some research station or something in a star. Which is mildly valuable, but you can't take up the offer right now. It really felt wrong when I wasn't able to do it.

I think a work around would be to put it as "important", but yes, it would be nice to make one's own Exploration notes.
Still wondering where I found that Cryosleeper ship so I can go back with my late game fleet.
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