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1
General Discussion / Re: Hypershunt Scout Fleet
« on: February 11, 2024, 10:00:31 AM »
Oh, I see. Thought that this was a vanilla thing. Thanks.

2
General Discussion / Hypershunt Scout Fleet
« on: February 11, 2024, 09:55:35 AM »
Hi.

I remember that discovering the Hypershunt once spawned a small fleet that attacked you to prevent you escaping with the location intel.

The last times I discovered a Hypershunt, the fleet didn't appear anymore. Has this been removed?

3
Bug Reports & Support / Re: Hyperion system leaves camera behind
« on: June 15, 2023, 09:47:58 AM »
I was just about to report the same.

It happens when jumping particularly afar utilizing the System Expertise skill.

4
Hi.

My fleet consists of 2 Hammerheads, 3 Sunders, 5 Omen, 3 Tempests, 2 Monitors and 1 Hyperion (flagship).

All officers have a 'steady' personality.

Despite no attacks orders are given, ships frequently and consistently perform point-blank Kamikaze attacks against the Remnant Battlestation I am fighting.

For example, the Sunders are equipped with non-PD weapons of a minimum range of 800, yet they consistently hug the station.
Frigates are eager to ram the station as soon as possible.

My guess is that it has something to do with targeting sub-structures and/or attempting to assist other ships.

5
Perhaps I have missed a dialog text somehere, but I think the player should be informed on the Galatia Research page that the Omega weapons filed in there will be ruined and replaced with lesser ones.

6
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 17, 2022, 09:55:13 AM »
Hi. Thanks again for this great mod.

Just tried a new run, and again and as virtually always, Sindria falls as the first planet very early in the game.

Thanks for fixing this.

7
Thanks!

The state already has the command shuttle activated in the UI.
In my opinion, the most elegant solution would be to make the permanently phased command shuttle pilotable and allow command transfer with the ship system.

It would be a much more intuitive way to control the camera in case the player genuinely doesn't intend to command a ship and to perform a command transfer without the (hard to deceiver) command screen buttons.

8
Hi Alex.

Deciding not to deploy the previously selected flagship, or forgetting to deploy it, causes an ill-defined UI state with the camera floating in the middle of nowhere, which is extremely confusing particularly to new players and ugly in general.
You can observe the acuteness of this problem in this segment of CohhCarnage's stream.

I don't want to remind about this in order to nag but rather as an indication that it is a truly bothersome to players like me: For example I have already reported on this issue in 2019

Thanks for getting this fixed.

9
Hi Alex, thanks for keeping an eye open for suggestions.

I was watching CohhCarnage's stream and was reminded on how unintuitive, unergonomic and pointlessly limiting the combat deployment screen is.

  • Novices have no intuitive insight that it's possible to deploy ships in flanking positions in pursuit engagements.
  • Due to the repetitiveness of the dialog it is often even overlooked by experienced players that the it's a pursuit engagement. (at least that's a mistake I make too often)
  • Ship selection for deployment positions is very unintuitive and has poor ergonomics. Multi-mode selection click cycles are objectively bad.
  • Command ship selection is cumbersomely segregated in the combat dialogue.
  • Why shouldn't we be able to control the starting positions of ships precisely, so that a slow Mora doesn't block our fleet?

My suggestions to fix this:

  • Ship deployment should happen directly on the combat command screen, without a toolbox hiding what's happening (e.a. seeing that enemy ships are running).
  • The fleet should be listed as drag & drop item list at the bottom of the screen.
  • The possible deployment positions should be highlighted as areas, with a simple AA grid for drag & drop ship positioning. A 6×2 grid should suffice I think. It can be made vertically (bottom) and horizontally (flanks) scrollable for extreme fleet sizes.
  • An auto-deploy button (e.a. frigates to the flanks) could skip obvious and tedious selection, leaving the player the option for fine-tuning like positioning individual ship in the deployment positions and just removing ships depending on confidence. Less clicks all the time, because it's optional.
  • Command ship selection should be toggled with a simple right click on the same deployment screen.
  • As for everything, descriptive & instructive text for the state of the game / active menu should be displayed at an unobstructive position with a hide button, not just interrupting infoboxes which are  dismissed too quickly out of haste/excitement/carelessness, let alone those random infoboxes.

I think that this would greatly improve the experience for new and experienced players alike while even adding a tiny bit of gameplay depth.

Thanks!  :-*

10
As always, thank you very much Histidine for your relentless and quality efforts for the community.

One question: What is meant with the "new MagicLib asteroid plugin"? I couldn't find anything with forum search.

11
Suggestions / Re: Remove or reduce blueprint packages from drop tables
« on: February 07, 2022, 12:08:15 PM »
Overcoming scarcity with mastering challenges instead of plain RNG is one of the most fundamental principles of good game design.

12
Suggestions / Re: Remove or reduce blueprint packages from drop tables
« on: February 07, 2022, 03:35:35 AM »
I agree that it's way too easy.

In my opinion, aquiring things like blueprints, nano forges, etc. should require far more challenging and diverse gameplay elements than just surveying planets or salvaging derelict stations.
This can be achieved without reducing aspects of emergent & randomized gameplay.

Alex did go into the right direction with things like the Hypershunt and Ziggurat content, but I wish this approach would be applied to the majority of existing game content.


Too much of the game is ruined by plain RNG, like finding a Nanoforge without any challenge and finding the best military ships of the core worlds on the black market.

13
Suggestions / Re: [0.95.1a-RC6] Sabots are Extremely Underprioritized by AI
« on: February 04, 2022, 07:10:28 AM »
Even when e.g. a slow Dominator is just ~500 units away, the Sabots are ready to fire, and the ship has no Kinetic weapons, the AI often extremely reluctantly fires the Sabots.

This can be replicated well when simulating a Manticore vs. a Dominator. The Manticore often even backs off first before firing the Sabots.


14
Suggestions / [0.95.1a-RC6] Sabots are Extremely Underprioritized by AI
« on: February 04, 2022, 06:13:34 AM »
An AI controlled Gryphon with Cyclone Reaper Launcher (large) and Sabots (medium & small) fires the Reapers first instead of the Sabots.

This can be repeated with other ships too. Ships like the Manticore simply fire Sabots way too reluctantly, even when no Kinetic weapons are mounted, the enemy ship has 0 flux and the Sabots are in range and ready to fire.

15
Specific example Scarab (e.g. Antimatter Blasters & Advanced Turret Gyros) vs. an AI controlled Eagle: Attack frontally, turn on Temporal Shell when in the Eagle's weapon range, make a 360° turn shortly before being in Blaster range (or approach with guns aiming away), Eagle drops its shields instantly at 0 flux and can't raise it back in time. -> A Scarab can take out an Eagle frontally 1vs1

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