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Messages - fededevi

Pages: [1] 2
1
Suggestions / Sound output, Winodows 10
« on: April 03, 2021, 01:02:37 AM »
If you change or connect an new sound output while the game is running on Windows 10 there is no way to change the output in-game, you have to restart it.

It would be nice to be able to select the output or, even better, automatically adapt the game output to the Windows "main" output device.

2
I am a developer myself (employee) and although I don't have direct experience in professional game development I used to work (and teach) in the computer graphics field.

One of the biggest obstacles for me in completing personal projects has always been.. well... completing them.. After the initial exciting design and prototyping phase then comes the part where you actually have to build working, polished stuff, and keep working on it when you already work 9+h/day can became really hard, at least for me.

This reminds me of a game I started working on many many years ago, I think it was 2012, at the time I did not know SS, this is a screenshot of the ( obviously abandoned after a couple of week ) prototype




[attachment deleted by admin]

3
General Discussion / Re: Lasher is disgusting
« on: November 18, 2020, 09:48:37 AM »
Nobody tell him about SO assault chaingun hammerheads.
Nerf to assault chainguns is coming in 0.95. Damage 90 -> 75 (-16.7%)

The Hammerhead is getting nerfed too, 2 small hardpoint will not face forward if I remember correctly

4
General Discussion / Re: Lasher is disgusting
« on: November 16, 2020, 01:27:15 AM »
Yep it is pretty OP in player's hands. Too bad the AI does not seem to be able to use SO ships as effectively.
Sunders with 3 phase lances or hammerheads with whatever are even "worse".

5
General Discussion / Re: Fav cap ship flagship?
« on: December 18, 2018, 07:21:09 AM »
Onslaught with 5 HVDs and a big HE weapon: use the burn drive to move in for the killing blow and to escape. It is almost impossible to die and you can actually snipe frigates and fighters with HVDs.

cruisers: Eagle with HVDs

destroyers: Sunder with 3 phase lances (I always keep one with unstable injector in the fleet as  a backup ship for small fights)

HVD is decent against everything, shields, armor, frigates, fighters...

6
General Discussion / Re: Ship costs and bounties
« on: December 05, 2018, 05:06:50 AM »
I feel like this is one of those things that really needs to be adjustable when the player start a campaign... In a custom difficulty tab or something.
You are never gonna make everyone happy.

7
General Discussion / Re: Balance, skills and general musings
« on: November 29, 2018, 02:40:25 AM »
[..] Just look at all the threads. Terrifying. [..]

I noticed that too, there was the excitement phase with mostly positive posts and then a 'complaint' phase with mostly negative threads, it will probably soon settle to a neutral state again, it's interesting.

Btw, he is not forced listen or even read all the suggestions. The forum is here just to discuss, when I write something I don't assume it will be considered or even read, I contribute because I like to partecipate in the discussion.

8
General Discussion / Re: Player character carrier specialization
« on: November 29, 2018, 02:23:13 AM »

9
General Discussion / Re: Balance, skills and general musings
« on: November 29, 2018, 01:34:06 AM »
I suggested this many times:

You could easily remove all combat skills (piloted ship bonuses, but not only) from the player skills and use officers in place of those. The player will only have fleet wide, general bonuses; optimally not related to combat. The ship you 'drive' should have an officer like all other ships, that officer will give your ship the combat skill.

The advantage of this is that the skills you choose will not lock you into using a optimal subset of ships. You can easily switch your ship because the bonus related to combat are defined only by the officer assigned to that ship.

E.G. You will never use a Gryphon without missile specialization with the current system. But if the combat skill came from an officer you could easily assign a missile specialized officer to the Gryphon and inherit his combat skills when you drive it.

With this system you can even create very specialized officer (combat) skills only useful to a small number of ships (e.g. phase ship specific skills, a skill that give a bonus only to bombers and so on or even non combat skills that give bonus to salvage) without affecting the player skills priority. You can always get a new officer and specialize it for that specific ship even in the late game, in some way it is a respec system.

With this system it will also becomes obsolete also to have Colony related skills on the player, in the same way, leave those skills to administrators.

A good example of player skill would be one that increases the number of available officer AND administrator, both should count towards the same limit so the skill would be a good choice regardless of the fact that you specialize into colonies or combat and you can always change idea later.

Another example would be a skill that increase the ship limit in the fleet (based on number or supply, whatever) like in the old system. A skill like this is agnostic to your fleet composition.

The player skills should generally be non related to specific combat things (e.g. missiles, fighters ) because this will 'lock' you into using a subset of the available ships.

Basically I think it is a bad idea to force the player to make choices which will probably regret later. Either make it possible to change those choices (respec, get a new officer) or minimize the probability that the player will regret that choice (make the skill bonus agnostic to future choices)

PS: I'm also against the randomness of the officer skills.. It is very annoying imo when you are trying to raise an officer for an Onsalught and you get the options to choose between 2 carrier skills.

10
Someone on reddit had the same problem:

https://www.reddit.com/r/starsector/comments/9yqbzt/any_good_way_to_find_the_luddic_path_bases_that/

There is a workaround and it involves using another bug:

Quote
Funnily enough planet listing in intel shows all hidden pirate/pather bases. It's probably the closest one.
But other than that there is no 'proper' way to find them yet.


11
Suggestions / Re: Weapon Stockpile Facility
« on: November 22, 2018, 06:58:07 AM »
That is nice idea.

That is a use-case for a weighted priority queue based on the value of the stockpiled weapon or its size e.g. (small:1 medium:3 large:6).

So initially any weapon is at 0 since you have no stock, as soon as you build something that something will be pushed to the bottom of the list since its stockpile value is increased.

If you use all the stockpile of a weapon that weapon will most likely  put to the top of the list.

The algorithm should always build whatever is at the top of the list.

But I'm pretty sure the Devs already know that.




12
General Discussion / Re: Space empire tips and tricks
« on: November 20, 2018, 06:11:12 AM »
- Shepherd class drone tenders are cheap and have both a salvage gantry and surveying equipment built in! A great addition to any fleet composition short of a full battle armada. Even in battle they provide a good distraction.

They provide decent cargo and fuel capacity too.
Use them with a Nav relay and an ECM Package and they become quite useful even in big battles.

13
General Discussion / Re: The Shrike
« on: November 19, 2018, 04:47:27 AM »
 All I really want is for it to be faster.

This.
The Medusa have more armor, better hardpoints, more flux & flux diss., more op, better active system and the same base speed. You can field 3 Medusa every 4 Shrikes.

Being so 'light' it should at least be faster than a Medusa, or maybe it is the Medusa that is too fast at 100 base speed.

14
Discussions / Re: the Starcraft RTS genre was bad
« on: November 19, 2018, 02:22:22 AM »
RTS would have been fine if not for competitive gaming. When you gain an advantage through utterly un-fun stuff like micro and clicks per second and hammering key combos, of course you'll do that.

I still have no idea why people like this kind of stuff, just like last-hitting in MOBAs. I think it is just a matter of tradition now, but to me those are just examples of bad game design.

I like watching SC2 tournaments but I would never play it.

15
General Discussion / Re: What are your choices with skills ?
« on: November 19, 2018, 01:05:34 AM »
I usually go for full combat, to me it is the most fun way to play:

Combat:
Combat endurance - 3
Ordnance Expertise - 3
Target analysis - 2 (To get 15% More damage to shields)
Defensive systems - 3
Evasive Actions - 1
Helmsmanship - 3

Tech:
Gunnery Implants - 3
Power Grid Modulation - 3
Loadout Design - 3

Then the rest go to the "nice to have" stuff in industrial/leadership.

But as someone suggested I wish skills were divided in civilian/military, or personal(piloted ship)/global(whole fleet). Or, even better, I think piloted ship skills should be removed altogether and simply replaced by officiers, even on the ship the player is piloting.

As for ships I usually start with a Sunder + 3 Phase Lances if I can find them. It one-shots most frigates and can easily and rapidly beat any other Destroyer. The hammerhead is the other option but I usually reserve those for the officers since they are a little bit more sturdy.

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