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Messages - Ragni

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Suggestions / [0.9a] remove fleet size cap while salvaging ships
« on: January 24, 2019, 06:30:48 PM »
User case:
I am at maximum fleet size,
I would have a chance to salvage a ship i was looking for, but I forgot my fleet is full and now I miss the chance,
I am being penalised for being able to maintain a large fleet.

any salvaged vessel above the fleet size cap (>30?) gets mothballed until it is "unlocked" by being thrown in storage.
effect: one can lug around a ton of mothballed salvaged vessels, cant use or cheese them, but is not penalised for having a maxed fleet.

user case:
I have 10 officers,
All maxed out,
If I want to train more officers I can't hire new ones as I have reached my limit,
^ above also causes a problem where a player finds officers in the wild, they sort of get put in "cant assign just because a number". A game mechanic should not punish player for finding an officer.
user case:
I found a nice officer i might want to train/use later (i like the icon/starting skills),
But i have reached the "storage limit" for human beans.

Limit to how many vessels officers can be assigned (4,6,8,10), not the total pool of officers (0-99?).

This does not alter the game in terms of what officers bring to the game, but adds to QoL and removes some "annoying" parts of the game as mentioned above.

Suggestions / Re: Make repair/restock at base take time
« on: January 24, 2019, 06:02:33 PM »
-1 for how its described in OP.
Instead of "repairs taking time", one could put the station/planet/market location on cooldown after performing repairs, or disallow repairs (because hot plasma is being fired all over the place), then again, why, its a bit annoying if someone is fighting and you dont even care you just want to fix your junk.
Then again, if the only reason is to reduce cheese tactics in some other game design, its better to tackle that specific design rather than make workarounds to fix cheese.

Never had issues or thoughts about how "broken" instant fix is, enemy can do the same by suddenly spawning a fresh fleet on players face.

Decivilized can be removed by building a colony then abandoning it.  Player can then rebuild colony without Decivilized.  (Credit to FlyingBirdy for this exploit.)  Honestly, Decivilized should disappear after planet gets big enough, or at least lumped in with pirate activity.

Pollution can be generated on a habitable world by bombing it!  This can hurt if factions in later releases will bomb your planet if your defenses are too high.  It would be nice if there is a way to remove pollution, and abandoning colony does not remove pollution.

"Decivilised" status should appear on every colony that gets abandoned, and yeah removed when it grows to size of million colonists or so.

Suggestions / Re: Custom Production UI / Weapon Tooltip
« on: January 22, 2019, 01:53:34 AM »
I just had the same thought (hive mind).
Instead of just showing quantity, would be great to also set amount to manufacture whenever there is an unused production.

When ships are lost and recovered they are losing their positions in the fleet screen (appended to the end of the "list").
This causes one to perform fleet tetris quite often.

Quality of life addition that allows one to ctrl+click a vessel in fleet screen and it is appended to the end of the fleet with a single click.

Of course the whole fleet screen could be implemented in such a way that each slot holds memory of which vessel is in there (that brings a whole different rabbit hole), but ctrl+click would be much easier to implement for quick QoL improvement.

Suggestions / Re: Non military ships should not be deployable at all
« on: January 20, 2019, 03:03:16 PM »
The whole "let me deploy ships to starve enemy of CR and escape" cheese should be removed from the game somehow (imo). It makes no sense.

I'd wish one could enforce precise formations with ships being allowed only to manouver their angle.
Creating a firing wall, one can only dream.

Being neutral with Luddic Path cause their cells not to spawn on colonies ? Or its pointless to befriend them in terms of colony benefits ?

Suggestions / Re: Non military ships should not be deployable at all
« on: January 20, 2019, 11:05:30 AM »
- what if you survive with your fleet of 10 civilian ships against a lone Lasher ? Your civ fleet could certainly run or fight back against that.
(sort of, what if suggested feature would work against you, would you still agree to it ? How to design this ?)

I'll describe a user scenario and where I find the feature annoying, and where it is justified.

The most annoying one:
> Commissioned by Hegemony, with good track record, relations +50
> Hunt for pirates in Hegemony system, obviously trying to sneak up on them
Hegemony picket instantly zips at me (spawns on my head from hyperspace): "OY DO YOU HAVE A LOICENCE FOR GOING DARK M8?"
It makes sense that Hegemony wants to figure out what hides in the darkness, but reducing relations every bloody time ? It becomes annoying very fast.

Where above is OK:
If one is going Dark near any Hegemony assets as one might be smuggling something or approaching for sudden Blitzkrieg.

Penalise player relations for being Dark only when near that faction assets (any orbital structure/planet)
It would make sense for player to be "plugged in" to the encrypted communications network of a certain faction when they have enough reputation thus causing faction to know who you are even if you are running dark.

Some thoughts about the current mechanic/design:
- there can be point made that Hegemony owns a certain sector and their word is the law - in this case what are we going to do about sectors that have assets across multiple factions ? It makes that much more sense to have the transponder rule be enforced depending on proximity to installations.
- the change would actually not impact old design as one would want to go dark only when approaching specific targets either to smuggle/hack/attack/dodge/hide, the change would only benefit the fun mechanic of sneaking/evading enemies without space-police ruining your OP.
- relation penalty thus could be increased, because approaching military-zone without identifying is a serious breach.
- players often forget to turn on transponders and this would happen more often if suggested feature would be implemented, this indicates that there is a problem with the whole transponder mechanic in itself, i am not sure what to say about this, right click icon to control transponder being ON/OFF by itself ? This actually makese sense, as there is no actual benefit of always running with transponder ON where it is not penalised therefore it can be turned OFF when leaving restricted zones and turned ON when approaching proximity zone, with added control to force ON or OFF.
- in reality we dont see special forces being stopped in middle of their operation by police because they are wearing balaclavas and "look funny".

Month into the game i found 3 fuel-thingie-things each costing 400k,
So far it seems salvage/survey expeditions are the most profitable thing ever.

You have to plan your survey trips in clusters or you will waste a ton of money on fuel.
Make sure you have survey modules on your ships so you reduce price of machinery and supplies to minimum.
Gantries kinda succ.
Use (D) ships as much as you can with the skill that reduces maintenance cost of (D) ships (as a scav you should have that skill tree anyway).

I've never bothered focusing on "survey missions" as such however, they are always on the edge of space (that means you will waste stupid amounts of fuel and supplies) and usually its [REDACTED]

Since 0.9 I am experiencing weird graphical issues that are very annoying.
I cant even figure out why they happen as usually such issues have some sort of recurring pattern (lets say a flicker every 500ms or similar).
Sometimes its planets slightly having a seizure for its shadow, sometimes the asteroid belt is increasing its luminosity so it burns through the transparent UI screen of my fleet or inventory. Sometimes the skill buttons in character screen light up as if they are trying to sell me something.

In short, something is very wrong.

My assumption:
I bet half of my ass that its the dumb millenial overlays that are conflicting with the game.
Discord ?
GeForce experience shadowplay ?
AMD (dont know anything about their stuff)
Or some bizarre mix of the above and half implemented graphical drivers that hastily supported such features ?
Something something, please give your input, i am done with this flickering, thanks.

Modding / Re: "The Infrastructure Mod" [TIM]
« on: June 05, 2017, 04:20:06 PM »
Histidine's mod: Steiner foundation, gave me an idea how to use the UI.
I will study that mod and see how he triggers scripts from comms view with the steiner foundation "NPC".

Mods / Re: [0.8.1a] Omnifactory Rebooted (Beta)
« on: June 04, 2017, 10:35:29 AM »
Hey Isaac,
Glad to see the mod in working shape, will try it out.

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