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Messages - Ranakastrasz

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1
My option is that you should have either A, combat skillpoints and campaign skillpoints, or B, be able to assign an officer to your flagship, and remove all combat skills from the player's own skilltree. Said officer being the 2IC maybe, and ofc upkeep free. Or actually being you specifically.

This is one of the things that has really annoyed me about the game for a long time.

2
I know when I started playing I thought recoil moved the ship, and assumed that none of the small weapons I had at the time were powerful enough for it to be noticable, but large weapons probably had a more visible effect. I also wished that for inaccurate weapons that got less accurate with fire had that stat in the tooltip. Had to learn from the forums as well.

I would probably call it accuracy degradation.

3
Suggestions / Re: Weapon Upgrade
« on: October 16, 2022, 04:57:44 PM »
There's already inferior weapon variants like mining blasters and single missiles/cannons.

If droptables and markets were more adamant on stratifying weapons, the weapon "upgrade path" could be simply having the military grade weapons available.
This mod forbids you from buying a lot of weapon types unless you have a commission with the associated faction. It forces you to either fight a faction a lot to loot, join them and rise in the ranks, or find a blueprint. This does something like that, I feel.

https://fractalsoftworks.com/forum/index.php?topic=21812.0

4
Suggestions / Re: Weapon Upgrade
« on: October 15, 2022, 10:29:01 AM »
I suggest you don't suggest this, because most likely we will get D-modded weapons instead, meaning that everything gets worse, like ships did. XD

So the weapons we have now are the best, pristine versions, and you will have to deal with garbage versions with reduced range, ammo, worse flux efficiency, damage, higher OP costs, and so on.

5
They are kinda the same thing thought. Honestly, the main thing planets have is that they are large scale enough to produce ships, and also that they have the facilities to create new DRM chips or w.e. they are called, to allow fabricators to create ships and weapons and fighters and w.e.
They aren't really any different.

Ships have nanoforges for making full fighters, but only ammo for weapons, I believe.

I seem to recall lore implying that the sector fell because of a DRM collapse of some kind.

6
Mods / Re: [0.95.1a] Realistic Combat 1.17.1
« on: August 29, 2022, 09:28:33 AM »
I had thought of making HE effective at successfully damaging shields, but dealing low damage, while kinetics often bounced, but did bonus damage. Or, in other words, exact inverse of armor impact. And energy being in the middle, and fragmentation being powerful but easily deflected in both cases.

7
Suggestions / Re: Make a variant of every weapon for all size slots.
« on: August 28, 2022, 09:28:05 AM »
Is there a large machine gun?
Tacyonlance is large phase lance.

To an extent, I agree, but more because there are niches not filled for certain weapon type/size combos. No small kinetic strike for instance.

9
Mods / Re: [0.95.1a] Realistic Combat 1.13.0
« on: August 15, 2022, 09:42:12 PM »
A roadmap would be nice, yea. There is a list in the front page of possible future features, which is similar at least.

Shields are currently an issue, I agree.
Did some thinking on Shields, and specifically shield armor. Main issues I see are.
A: Shield armor isn't a vanilla stat, so it has to be derived in some way.
B: Kinetic damage is often in rapidfire kinetic weapons, but still intended to fight larger ships. So Damage comparisons probably make the Needler line, and Machine guns ineffective or useless vs shields.

Having it be based on Shield efficiency, flux/maxflux, Ship size (Fighter/Frigate etc) and maybe shield radius might work, and use weapon size more than damage might work.
Log10 of flux capacity, or Armor/ShieldEfficiency might give useful numbers for actual shield armor.

An entirely different shield mechanic, using the whole Deflection shield thing might also be interesting. Based on how well it penetrates, the projectile might be turned aside to an extent, either missing, or at least hitting the armor at an angle, and likely losing some fraction of speed and penetration power in the process.

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Of course, the first question really needs to be, How do we want shields to behave? What weapons should be effective and what should be ineffective? And given the intention for realism, what mechanics can be used? I do certainly want to see ineffective shots pinging off of the shield as much as armor.

The big thing seems to be that point defense, normally trading range for massive DPS, gain a massive boost in range while retaining their massive DPS.
I would think that they probably should actually lose some amount of that DPS, simply because they have much longer to shoot at missiles. Alternatively, instead of adding a flat range bonus, you could add a percent bonus, or a combination of the two, so that short-range weapons remain rather short range.

Do you want point defense like the Machinegun to deal less damage, ping off of, or otherwise be ineffective vs Frigates? Destroyers? Cruisers? Capital Ships?
Should this be all small weapons, or just PD? Kinetic? I could absolutely see explosive weapons always bursting on the shield for minimal damage, in much the same way Kinetic usually pierces armor for minimal damage.

Many kinetic weapons are very rapidfire for consistant shield damage regardless of dodging or accuracy concerns, because vanilla shields have no armor. If resistance is in any way based on damage, Needlers, sabots, and machineguns will all be hit similarly, which is probably not ideal.

I honestly can't think of an obvious solution here. Not like with adjusting Frag damage.

10
Mods / Re: [0.95.1a] Realistic Combat 1.12.1
« on: August 06, 2022, 07:15:27 PM »
Projectile weapon speed equals projectile weapon range, which is multiplied by the time the target would need to strafe to determine the un-jinkable range of the projectile.
Ah, so in other words, it is exactly what I was trying to suggest XD
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Remember that I have to support all mods.
Oh right.

Edit:
Is it possible to add weapon tags dynamically, so that anything that is a "Cannon" gets a cannon tag added, alongside Assault or Support or w.e.?

Why did you make ballistic weapons not consume flux? Or, assuming they do anyway. Tooltip says some amount of flux per second, but zero per shot, which is odd.

I don't understand. Then what does enabling mods by removing total conversion tag do?

It lets you load other mods.
I think the real question is why you enabled TC tag in the first place?

11
Mods / Re: [0.95.1a] Realistic Combat 1.12.1
« on: August 06, 2022, 06:27:35 PM »
A beam weapon efficiency indication seems wise, would have to represent an average of the weapon group efficiency, and be better represented with a circular arc around the cursor.
Makes sense, and yea, it should be on the cursor.
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Why?
Mostly because I thought it would be interesting to see exactly how the range is adjusted from ingame, but I doubt it really has any gameplay impact.
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I don't understand this suggestion.
Uhm. Currently, I don't actually know how projectile speed and correspondingly range is setup. But given that hellbores get very fast projectiles, It is probably already this way. The thought was to take the vanilla range, possibly add the weapon-size range bonus, then for a standardized target jink value, set the speed to hit that standard target.
But since I dont actually know how you do it currently, I don't think that was a valid suggestion. I need more data first.
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It is definitely not all PD.
Are you sure? I thought all weapons with frag had the PD tag. Can you give a counterexample?

12
Mods / Re: [0.95.1a] Realistic Combat 1.12.1
« on: August 06, 2022, 01:36:56 PM »
When you select a target and have a beam weapon selected, show the efficiency of the weapon given the range as a ship buff on the sidebar

Could do the same with projectiles, showing range, and maybe some on enemy manuverability rating and resulting range modifier.

You could also make weapon speed explicitly based on weapon base range, instead of the other way around. Possibly make pd have the extra range and less damage like how you tweak  cannons now

Given all frag is pd(I think) and say, double range and half damage, could revert the frag modifiers too.

Correspondingly, this would also mean any range modifiers, like skills, bueys, or hullmods adjust projectile speed. Unrealistic too, but in a different direction. But since you don't want to adjust jinking, only option I think.

13
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 24, 2022, 08:54:02 PM »
I specifically enable Speedup's bullettime mode because of how fast fights feel with this mod.

14
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 24, 2022, 11:05:39 AM »
(can't quote properly on a phone, it's a pita)
Skills.
Indeed. The thought those is that if you can get the modified stats, you can integrate the effects into your altered damage model. But on the other hand, you could change what the skills do completely. In the latter case, you risk loss of compatibility.

@safety overrides. Ha, I approve.

@missiles. Yea. Although annilator rockets are intended to be somewhat inaccurate, they need an accuracy increase due to longer ranged combat. I.e. lower angle randomization on launch.

@beams. If I target a fighter, my pd laser loses most of its range, while targeting a frigate I have significant range. So probably something went wrongly.

15
Mods / Re: [0.95.1a] Realistic Combat 1.8.0
« on: July 24, 2022, 09:31:21 AM »
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Skill   Affected Features

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Impact Mitigation   -25% armor damage
A few ways to handle this type of modifier.
Increase effective armor thickness by 1/(1-X), so -25% means 1/(1-0.25)=1/1.25=1.33 repeating.
That said, that feels like it will end up being too strong, especially since the intention in vanilla is to, I believe, both increase armor threshold for damage taken, but also slow how quickly it is ablated. Alternatively, have this only effect outer armor, I.e instead of 1/15th, it is 1/(15*(1-X)) or something.
Could also scale it back, so when it says -25% armor damage taken, it is more like -5%, corresponding to 5% thicker armor. Which is still notable, but not full fledged immunity.
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Damage Control   -25% Hull Damage, At most once every 2 seconds, single-hit hull damage above 500 points has the portion above 500 reduced by 60%
Doesn't seem like this needs altered at all. This would only really effect Citadel hits, and work just like vanilla overall.
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Field Modulation   -15% damage taken by shields
Or this. Shields are currently uneffected.
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Point Defense   +50% damage to fighters, +50% damage to missiles
I assume this one is because +50% damage may or may not effect penetration. I think give it the full damage, but 10-20% of the penetration, so it deals 150% damage with 110% or 120% penetration.
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Target Analysis   +10% damage to destroyers, +15% damage to cruisers, +20% damage to capital ships, +100% damage to weapons and engines
Same deal here.
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Ballistic Mastery   +10% Ballistic Weapon Damage, +10% Ballistic Weapon Range, +33% ballistic projectile speed
For Range, just use that as a projectile speed and beam fallover scaler. Damage as above.
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Missile Specialisation   +100% missile weapon ammo capacity, +50% missile hitpoints, +50% rate of fire for missile weapons, +10% Missile Damage
Same damage again.
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Tactical Drills   +5% weapon damage for combat ships (maximum: 5%) Maximum at 240 or less total combat ship deployment point cost
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Wolfpack Tactics   +20% damage to ships larger than frigates if frigate, +10% damage to capital ships and cruisers if destroyer
/^\
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Fighter Uplink   +20% top speed (maximum: 20%),
+50% target leading accuracy (maximum: 50%),  Maximum at 8 or less fighter bays Effect increased by 1.5x for ships with offcers, including flagship
Hmm. Given perfect target leading accuracy is universal, Unsure what to do here. My first thought is to, essentially, add jink resistance, as in you predict how they will jink, but that doesn't really work with the model you are using.
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Gunnery Implants   +100% target leading accuracy for autofiring weapons, +15% ballistic and energy weapon range, 25% weapon recoil
/^\
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Energy Weapon Mastery   Energy weapons deal up to +30% damage at close range, based on the firing ship's flux level.  Full bonus damage at 600 range and below, no bonus damage at 1000 range and above
/^\
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Polarized Armor   Maximum damage reduction by armor increased from 85% to 90%, Up to +50% armor for damage reduction calculation only, based on current hard flux level, EMP damage taken reduced by up to 50%, based on current hard flux level[/td
I think I would have this, again, mostly effect the outer armor, but also maybe reduce damage transfered through Compartments.

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Hullmods I'll have to rework these hullmods because replacing the damage model has affected one or more of their features.
Hullmod   Affected Features
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High Scatter Amplifier   Beam weapons deal 10% more damage and deal hard flux to shields.  Reduces the portion of the range of beam weapons that is above 200 units by 50%. The base range is affected.
Aside from probably needing to scale the Flat 200, range adjustment for beams is just a scalar. Falloff faster.
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Integrated Targeting Unit   Extends the range of ballistic and energy weapons by 10/20/40/60 percent, depending on hull size. Can not work in conjunction with Dedicated Targeting Core.
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Dedicated Targeting Core   Increases the range of ballistic and energy weapons by 35/50 percent for cruisers/capital ships.
Adjust beam falloff,and increase projectile speed proportionally.
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Ballistic Rangefinder   If the largest Ballistic slot on the ship is large: increases the base range of small weapons in Ballistic slots by 200, and of medium weapons by 100, up to a maximum of 900 range. Otherwise: increases the base range of small weapons in Ballistic slots by 100, up to 800 maximum.  Does not affect point-defense weapons or Ballistic weapons placed in Composite, Hybrid or Universal slots. Hybrid weapons in Ballistic slots recieve double the bonus. Non-PD Hybrid weapons in ballistic slots, including large ones, will recieve 100 bonus range, subject to the maximum, in cases where other weapons of the same size would recieve no bonus.
/^\
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I see that Safety overrides just gives stat boosts now, rather than screwing with range, which does make sense.
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Missile ammo is good now. Thanks.
Just need those annilator rockets to have the enhanced accuracy required for their range, because as is, they are pretty much CQC weapons, to the point of melee. Which, admittedly, is how they are in vanilla, but the larger intended ranges makes that a bit harder. and more suicidal.

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Latest version, Beams still don't extend full range when targeting, say, fighters.

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