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Messages - empirecitizen

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1
General Discussion / Antistrikecraft options.for phase fleets?
« on: April 08, 2021, 04:57:05 AM »
I'm enjoying the stealthy phase fleets in 0.95a but has been a bit hesitant to engage fleets with massive fighter swarms. I think AI phase ships don't do too well against the consistent fighter clouds of thes fleets. What do you do to counter fighters?

1. Shades
 
Strength: is phase ship, emp is multipurpose 2AM blaster contribute to the phase wolfpack strikes
Weakness: low sustain, needs officer , doesnt really cut down the fighter clouds so the amount of fighters they can deal with can otherwise just be safely ignored.

Obvious option but doesn't seem effective enough to be a solution.

2. Omens
Strength: emp, not that rare, good utility mods, can be built quite durable with good pds
Weakness: low sustain and story point intensive if you want to have multiple strong ones with built in mods

Seems to be an good option that works without dedicating officers, would like to see builds that ppl are using.


3.Carriers fighter escort:
Strength: long range support balances out the usual short range of phase ships
Weakness: doesn't seem to have a good options for phase fleets,  seems ineffective in small numbers

Condor doesn't seem to support fighters that well, drover are quite nerfed, mora's close range brawling mix don't gel well with phase fleets. Astrals too slow and big for phase fleets.


4. Doom
Strength: very strong in player hands when specialising in phase ships anyway
Weakness: expensive and player driven

Just nuke everything along with enemy ships but you dont always want to lug around the expensive doom especially in earlier mid game. Also you cant be everywhere and spending your attention on strikecraft defense is probably a waste.


5. Other escort focused flak destroyers/ cruisers. Not sure if it's worth it to dedicate destroyers and cruisers against fighters. Any suggestions of builds that work well with phase ships?

6. Just dont worry about it and double down on alpha strike ships. You're going in and out to strike the carrier anyway, with enough bust firepower the sustained pressure of enemy fighters dont matter anyway?
 

2
General Discussion / Bounty target trapped in event horizon?
« on: April 04, 2021, 12:11:00 PM »
My bounty target is right at the center of the black hole with basically 0 cr. I would of course win but it would be super dangerous with ships malfunctioning and even exploding on first contact with the super rapid cr drop.

Is it a bug? And is there some way to earn my bounty? It's illogical for the enemy fleet to be able to exist indefinitely at the black hole and forces you to suicide with them.

3
I'm rusty on the game mechanics about colony. Is it basically u paid a fixed cost on the colony then it gives u a passive income based on how the colony was doing? It doesn't constantly drain an upkeep from you right?

In that case, paying for good is actually a completely realistic like a real corporate that is a seperate legal entity to u as an owner.


Imagine running a stall that sells apple. You paid 50 dollar to set up a stall. Then you put 10 dollar cash into the stall. Each day a farmer come to deliver 1 box of apples for 10 dollar. The all of that is sold for 15. The full 5 dollar is paid out to you as profit every daym

One day, you want a box of apple for your own, you took the apple. Then there is no apple sold that day, so your stall cannot pay you the 5 dollar and also doesn't have any cash. The next day the farmer comes but the stall has no money to pay the farmer. The farmer cannot take money from you because you have  o obligation to pay into the stall. So no apple and the business will basically cease to exist.

The game is not going to simulate the entire balance sheet with dividend payout rate(the 5 dollar profit of the stall) and working capital management (the 10 dollar cash used to buy apple) of the colony. So the most simple way to make sense how you cannot get infinite money from a colony by taking all the commodities at no cost is that you basically pay the full cost of it to the colony (ie. The 10 dollar that the apples were bought for) . If the game somehow also reduce your profit of the.month because taking goods away reduce the prosperity and what not then it is also assuming you lost sales. If it doesn't really affect it then it just assume it produced more to cover the goods you took and the demand from customers.

4
General Discussion / Re: A new player's first experience
« on: January 10, 2020, 02:32:01 AM »
The tutorial came from feedback from new players that wanted a more structured start when the campaign mechanics were getting complicated. It's very handholding and expects you to follow it closely. There is a choice to not start with tutorial. The bugs are basically coming from very unintended use case, i'm confident Alex will fix those but it probably is not a high priorty right now.


I like the trade mechanics in star sector.
The typical trade in space games/mount and blade are basically like this:

1. hire a boat in Brazil and fill it with sacks of coffee bean
2. Sail to the US and dump it into a random Starbucks
3. ?????
4. Profit.

It's gamey, boring and done to death. The 'tariff' represent the barrier to entry for well established trades including, port fee, local license and exclusive deals, trade financing banking cost, and of course actual traiffs where warring military governments have warfleets parked next to the port for ahem 'protection'.

What is actually profitable are commissions for clients in good standing, smuggling and mass shipping to relief severe shortage due to crisis (e.g. hostile blockade).

In gameplay terms, it allows the game to inject interesting narrative and risk and reward gameplay loops that's more than being a truck simulator in space.

In fact, i can't explain it better than the man himself
https://fractalsoftworks.com/tag/trade/

You might be interested to read the blog posts, they are good game guides and interesting insight in the careful and deliberate design process.


5
Blog Posts / Re: Skills and Story Points
« on: August 12, 2019, 11:04:26 PM »
Awesome post as always.

I think this is a good direction. Lot's of people like to say they like a free skill system with as few restriction as possible. The thing is without restrictions like trees and tiering, player will min-max their way into the couple skills they think are the best. Not that skill trees would remove min-maxing but it gives developers more lever to balance skills appropriately.

I'm not sure if i missed some updates on the latest mechanics on how hullmods work to understand what's the advantage of 'permanent' hullmkd. Is permanent hullmod going to be OP-free? I see that you've been replacing the extra-op tech skills over the years. I agree that extra OP was too good and a generic must pick usually and this is a good way for player to still has that custom fit elite ship that is not possible normally.


Why do i still feel that the whole blog post is basically a trap to entice players into causing a massive AI rebellion?(especially after recently learning that using AI already can cause something to happen in the current version)

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