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Messages - ogredpowell

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1
i like this idea

place a bounty on a pirate or luddite base

bounty hunters take it out based off of a) cost and b) how many bounties are out there (ie if there are no other bounties currently being offered, they jump on your offer

2
Suggestions / pirate activity accessibility
« on: January 26, 2020, 05:06:13 PM »

Problem: seems like pirate activity is constantly hurting my income with its accessibility hit, and I have to destroy bases full time to the point that its annoying.  some was to manage

solutions/ideas
1) military bases decease pirate activity penalty: the description even states  'allows force projection out of system'. simulates patrols driving the pirates away
2) accessibility penalty increases over time: do an opposite of freeport mechanic.  starts off low, and the longer its ignored it increases. Simulates the pirates growing bolder over time, and makes it a problem that cant be ignored forevor
3) allow player to send strike fleets to bases:  If i can build fleets of paragons, why cant I send one of my fleets produced by my colonies to strike a pirate base raiding them? Would be a great QOL if I'm exploring the outer reaches of the sector. 

3
General Discussion / Re: good stories?
« on: January 26, 2020, 04:52:39 PM »
awesome

4
General Discussion / Re: Eagle vs Dominator
« on: January 26, 2020, 04:52:05 PM »
thanks for the tips.

I switched out the Mjolnars for Mark IX autocannions and the HVD for maulers.  They preform much better. 

One person said they used aggressive officers on them.   Ive been hiring almost all steadys....it seems that agressive officers are the ones that die

5
General Discussion / Re: Accidently horrible person- help!
« on: January 26, 2020, 04:47:28 PM »
hahah thanks for the tip.

I'm tempted to see them all my high end blueprints and watch the sector burn.

6
General Discussion / Re: Eagle vs Dominator
« on: January 24, 2020, 09:13:41 AM »
Thanks for the reply’s!

7
General Discussion / Eagle vs Dominator
« on: January 24, 2020, 07:43:19 AM »

Am I feeling these rolls correct?  Initially by description i would think the Dominator would be a better ship of the line.  however, ive found that the eagle seems to be much better in this role (moves around faster, turrets so can shoot in different directions,  more flexible and still durable) whereas the dominator is more of an artillery platform (big guns, but has to bring them to bear and smaller ships dance around them

loadouts:
Eagle XIV: ballistic mounts: 2x HAC, 1 Mauler    energy: 1 Ion beam, 2x phase lances, , 2 Tactical lasers, and point defense.   missiles: atropos pods x2
hull mods are targeting core, heavy shields

Dominator XIV: ballistic: 2 Mjolnar, 2HVD, assorted point defense w some railguns in front.   Missles: 2 Typhoon reaper and 1 medium hammer pod. (would putting the 'auxillary thrusters' hull mod help this?). Its shield just seems good for blocking missles, not much else

hull mods are armored weapons, automated repair, integrated targeting. 

8
Really  interesting mod, 3 compliments and 1 question

3 things i like:

1) Trade is now much more viable: AI raiding the crap out of eachother disrupts stability and causes shortages, creating opportunity for profit! 
Rule of Acquisition 34: War is good for business

2) AI can finally defend themselves from pirate bases/spam and kill bases on their own.   Dont have to babysit the core worlds as much!

3) Agents allow for what feels to be real faction diplomacy. I like how I can send my agents to improve relations/sabatoge others to maintain relationsihps and balance of power

Question:

Im commissioned by the hegemony, and the remnants raided my colony system.  I _barely_ fought them off, but is there a way to request a defense fleet?  I saw the attack option...

if not, no worries.  Just gives me a good reason to succeed from the Hegemony from failing to defend me!

9
General Discussion / good stories?
« on: January 24, 2020, 07:21:39 AM »

This game sets up GREAT story moments. Share yours!

My apogee was cornered by 2 brilliants captained by AI officers and it was not going well ... hull was down to 25%, shields were up but flux almost maxed out and they were moving in for a kill. 

Then my legion XIV (piloted by my first hired officer) burst drives from off the screen and fires dual cyclone reaper launchers up their tailpipes.

Boom. AI cores salvaged. 

10
General Discussion / Re: Accidently horrible person- help!
« on: January 15, 2020, 05:51:45 PM »
oh man thats a help- ive been ignoring the raids on other factions because I didnt think that got me $$$.

Sounds like I should get on that...

11
Blog Posts / Re: Raiding for Fun and Profit
« on: January 15, 2020, 05:00:35 PM »

Raids being able to abduct people, capture ships, etc- this system sounds awesome w tons of potential.


Any thought about adding marine use for non-core world issues? made a suggestion earlier.  Might be fun to have a use for marines in the frontier!

https://fractalsoftworks.com/forum/index.php?topic=17656.0

12
General Discussion / Accidently horrible person- help!
« on: January 15, 2020, 04:58:18 PM »
So I seem to be doing things to make the sector a worse place.  Help me stop!

1) Sold blueprints to pirates (hey, I dont like paying 30% tariffs.  its rediculous).  Then I find out that they can now build hyperions.   


2) Sold weapons to luddite path (was trying my hand at trade, they had a deficit!).  Then it seems that luddite path cell notifications and bases started popping up.


3) Blew up the pirate base attacking the colony, I was annoyed so I attacked one of the orbital pirate bases in the core.  I couldnt blow it up so I raided it a lot, and now its stability is 0 and it may 'deciviliize'.  Wait- so I just turned a space station to a feral h***hole?

Is there anything else I might inadvertent do to ruin the sector?  I noticed the remnant fleet seems to have a tri-tachyon relationship.   All those AI cores I've sold them arent going to turn into an invasion fleet, right? RIGHT?

13
Suggestions / Marines-exploration use
« on: January 13, 2020, 06:48:57 AM »

Marines work well in the core, two ideas for using them more in exploration. The abandoned sector should be a dangerous place, and your crew are in danger when exploring barbaric decivilized words or AI defended stations.

1) decivilized worlds/ruins: marines could be required to secure area before investigating ruins, OR having them present improved the yield (your salvagers aren’t scared off the barbarians attacking)

2) research stations/mining stations: just like derelict probes have AI defense ships, stations would  logically would have security drones/droids internally. Maybe marines could be used to give another option: if marines present, can have a ‘raid’ mechanic were they clear out the station so your crew can investigate for tech/equipment/etc. if no marines, then you’d have to externally destroy the station and salvage- still get supplies/metal/fuel, but that AI core or nanoforge would be destroyed

14
Suggestions / New player- suggestions after 1 week playing way too much
« on: January 13, 2020, 05:59:48 AM »

First off- great game. Combat feels great, AI for controlled ships (and guns on your ship) is effective  and fun, and exploration feels great.

Some suggestions (none of which are necessary to play the game, just make it easier and more accessible)

UI: 1) a way to annotate/mark sector map when exploring (so you can mark good colony sites/remnant/etc)

2) when buying weapons,  automatic display comparison of equipped vs selected weapon stats

3) flux value transparency: does 1 damage from ballistic = 1 hard flux?

combat 1) ability to issue commands to individual fighter wings

2) live status bar of your fleet (ships that are damaged, fighter status, etc)

Trade being commissioned forgives the 30 percent open market tax. Makes sense- the faction is supporting trusted merchants during conflict, but taxes everyone else


Misc
Powered armored marines are cool. Give them more to do!

Actually....when exploring, marines could have a use like the raid mechanic. A space station may have automated defenses/drones inside it that need to be cleared out by marines. Decivilized worlds w ruins could require marines to clear the area before investigating

More exploration/story missions/lore....immerse ourselves in the Perseus sector


15
General Discussion / strike craft q and fleet comp q
« on: January 12, 2020, 01:50:49 PM »
read the forums some, but still have questions

Strike Craft: I 100% notice when the enemy or I have superiority.  I've done some reading, but I dont always 'feel' the difference when I use different loadouts on my condors.

Is the following correct? Bombers kill ships, easily killed by fighters and PD.   Interceptors kill bombers, torpedos, but can be fragile.   Heavy fighters are all-rounders. 

If that is right, why not just use heavy fighters and bombers? or do interceptors chew up heavy fighters?


Fleet comp: just got to the point that I'm fielding a couple of cruisers, and now destroyers seem to be a straight upgrade from frigates in all roles.  I use my leftover cerberus to gaurd my carriers, and leftover wolves to chase down routed ships or 'clean up'.    Am I missing something? Are frigates secretly fighter slaughterers and I'm just missing it?


Missle cruisers/frigates
: are they any good? seem to lack staying power w limited ammo

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