Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - paragonid

Pages: [1] 2 3 ... 5
1
From the "Raiding for Fun and Profit" blogpost:
Quote
My first thought here was to just give a 10% or so chance of success for each marine unit assigned. Makes sense in theory, but it also means that you could get this extremely high value item very early on in the game with only a moderately lucky roll. It also means that you might repeatedly fail to get it in the late game with a few moderately unlucky rolls. This is… workable, probably, but I wasn’t happy with it.

Success function can have logarithmic/exponential decrease for lacking needed persona up to x% percent. I.e. it will still be possible to have success with 10% less personal than expected, but it will only be 80% chance, while lacking 20% personal chance will be 10%, so 0% chance for lacking 21%.

Thanks for the formula. Press F for people guessing and lacking 1 marine.

2
And then there is the case where they know who you are because you have a notable ship (Ziggurat) in your fleet, even if you have transponder off and they did not see you recently.

It's an interesting take, I thought about it too, it is very simplified system right now that they just saw my 30 ship fleet, which their whole faction is giving quests to, and now after 15 days they are like "Who can this be? Never seen such ships, in such combination, with such equipment, and such D-mods, in this location, in recent time!"... Pirates must be so dumb that they use "I'M A PIRATE, KILL ME PLEASE" transponders. I mean, it's designed in this extremely shallow way, but asking to change that should be a separate topic

3
As for OP's issue with NPC fleet knowing who you are, player has to be TRULY off of NPC fleet's radar before player goes dark/turns beacon off.  So first go slow in an asteroid belt, magnetic field, go into hyperspace, or just go way way way out to edge of system (last option is usually least efficient though).  Just kinda another noob trap...

This is wrong. You need to be away from being spotted for N days, I don't know if N is variable, but in my case it was something like 10-15.

4
1. I'm trying to steal fullerene spool from a planet, but It's impossible to know how many marines I am supposed to bring
The raid interface doesn't say much
The dialog has a "ground defense strength" value, which when compared against my "raid strength" look like an equivalent for archiving the objective, but I'm speculating and I don't believe it's explained anywhere

There should be numerical indication to how many marines are expected to fulfill the objective in the current condition instead of somewhat confusing "7 marine figures"



2. Hard requirement for archiving the raid goal and AFAIK 100% chance of success feel as a bad system. As far as I understand, there is some kind of hard limiting requirement for the marine count to archive the raid goal, so expected outcome is always binary.
In other words, it's strange that 100 marines are 100% successful at something, which 99 marines will always fail at.
I think it would be interesting to have success scaled with relation to forces with something like a logarithmic function

5
I agree, if you are aware of it and have memorized the difference. Having put decent amount of hours in the game, I wouldn't formulate this for sure until you mentioned.

My point still stands, it would be beneficial for a player to know when to make the contact when player is forgotten even before the dialog. Again, I'm sure a dedicated player would know the number of days he needs to be away to be forgotten, but it doesn't add much to the game except inconvenience

Basically, prank call simulator, saying "Do you know who I am" to patrols in Bane voice

6
I was trying to kill hegemony fleet without making a war (transponder off).
The "how long they will be aware of your identity" wasn't explained to me very well by the game (i think), so I fly around away of system for couple of days, come back to the system and as expected confronted for my transponder is off.
I expect that's fine, as I'm gonna kill him anyway as expected.
Unfortunately, after refusing to turn on the transponder, I'm facing the fact that they are aware of my identity.

It would be nice to know it beforehand I've refused to turn transponder off. Probably even before I went into the contact expecting they forgot me.



7
'Blocked' markets could be visually flagged in the same way mission objectives are.
Give them a red x in a circle that shows next to the station/planet.


This is nice for in-system travel, but there needs to be a notification while pathing through map/intel screens too

I can't find a decent way to represent the warning except notification after setting a path to the planet with the "local interest". There are too many different ways to set the path, and the only combining moment is when the course to the blocked destination is set

Possibly a separate intel tab with all blocked planets lists and due dates would be nice too

The over-system tooltip should have the information too, as it's first step of going in the system first, to select the blocked landing next


8
Flying to the planet to find out that you can't dock sucks.
It would be nice to have that information remotely without landing, in a way of notification when setting a course to the planet

[/url]

9
Suggestions / Review mercenary leaving due to bankruptcy
« on: December 18, 2021, 03:54:56 PM »
I recently ran into a situation where I'm transporting tons of hugely expensive cargo, and go bankrupt on the new month. I'm about to land and earn millions, but as soon as i do the mercenary officer says that they are sorry we have no money and they want to leave. It requires a story point to continue the contract in this case.
I would like to suggest to review the trigger. It doesn't make much sense that they need the persuading of the treasure behind the corner, when they perfectly know, it's being unloaded and sold right at the moment.

10
Suggestions / Re: Add buttons for setting max/min capacitors and vents
« on: December 14, 2021, 07:29:04 PM »
Thanks. There is a chance I knew but forgot
Displaying it in mouse over tooltip, some kind of (?) page controls tooltip or plain the same way as it's already done would be nice.


11
Update: Please display information for Shift-click control for setting max/min capacitors and vents in the ship building screen in some way.

Currently adding/removing capacitors and vents are hold and wait process.
It would be nice to have additional buttons: 1. vents max 2. remove all vents. 3. capacitors max 4. remove all capacitors
I believe most people with use them often.

Something like this

12
Suggestions / Re: Reduce amount of low profit delivery quests
« on: December 14, 2021, 11:44:29 AM »
I'll also note that this is a purchase quest, not a delivery quest, so the amount listed is how much you'd pay, not how much it costs. And it is also from a contact, so in addition to any money you might get from further sales you get a rep increase for completing it.

Not saying this is a particularly profitable quest as 11 for metals is nothing great, but...

It's just unreasonable. This is "Medium" importance contact, 4k is not money in the starsector economy, essentially this job is taking out trash. not "merchant" job, nothing to talk about to random mercenary in another system, I have 20+ ships in the fleet and just going there will be several times more than potential profit

Edit: "Medium" not "High"

13
Suggestions / Re: Reduce amount of low profit delivery quests
« on: December 14, 2021, 11:33:46 AM »
There should be at least an ability to opt out of such suggestions
There is: "2. Decline"
wrong. they will continue
And so will the option to opt out of the mission.

that's not what I requested

14
Suggestions / Re: Reduce amount of low profit delivery quests
« on: December 13, 2021, 04:36:27 PM »
There should be at least an ability to opt out of such suggestions
There is: "2. Decline"
wrong. they will continue

15
Suggestions / Add navigational data to System map
« on: December 13, 2021, 09:38:02 AM »
System map will benefit from having navigational data on it, for example it will give ability to measure distances without leaving it



Reference: current system map




Pages: [1] 2 3 ... 5