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Topics - zakastra

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1
Suggestions / Filters Needed for intel / Planet Display
« on: April 11, 2021, 04:53:04 AM »
The current system is very awkward to use now that the new industry addons exist and a good colony candidate is not automatically going to be a class V or IV world. We really need the ability to search for certain conditions and in combination with each other.  Having the planet list retain its state when switching to other views would also save a lot of annoyance

2
I would to see the inclusion of a fire mode between hold fire and fire at will where all available weapons that can be trained on the current target will fire freely, but weapons that are out of range or out of arc will not fire upon other targets (Other than PD)

I would suggest that this be added to the default keybinding for hold fire, cycling between fire at will and hold fire, when no target is selected, and hold fire / target fire/ fire at will when a target is selected.

This would most useful for vessels that are frequently unable to bring most of their weapons to bear on a single target outside of ideal conditions and which also have a complement of weapons easily able to overwhelm any dissipation solution if engaging on multiple fronts. (Eagle, Conquest, Apogee)


3
I salvaged a Falcon (D) complete with some nasty hull mods and being quite flush with cash form a survey spree decided to restore it to mint condition. 128k or thereabouts removed the 3 negative hull mods, but it remained a D grade. I didn't think much of it,  and later at another station saw the restore option lit. so I spent the 68k and moved on. Later still I noticed that it was still a D grade vessel and the restore option was lit. further testing allows you to spend the money indefinitely leaving the station each time. It deducts the cash and has no effect on the vessel. Havent yet tested to see if this is specific to the falcon  or all D grade ships

Edit: Probably unrelated but the Falcon (D) is not visible in the codex to compare stats with.

4
General Discussion / Trident bombers seem grossly underpowered?
« on: January 30, 2014, 05:32:35 AM »
So I've been playing a fighter centric campaign in the latest version, running vanilla, no addons, and I've found that the Trident seems extremly underwhelming when compared with its nearest equivalent, the dagger.

My undertsanding is that the dagger is a fast, light strike craft, and the Trident is more of a flying fortress, however the lack of 360 degree shield coverage means a trident will almost always die on the return run from any significant strike target that isn't destroyed outright.  This wouldn't be a problem per se; but for the fact there is very few situations to use a trident wing over daggers. I'll list the points :

Daggers are 25% faster, reaching targets much sooner, and returning with less damage
Daggers carry 50% more ordnance per wing 3 x 4000 Damage vs. 4x 2000 Damage, and although Atropos torpedoes are more likely to hit, they are much are easier to shoot down.
Daggers wings have only half the crew requirement, and are much more likely to survive, saving valuable crew.
Daggers have more replacement chassis available,
Daggers cost less than a third of the credits to buy, and use 33% less CR
Daggers have Omni shields, allowing protection at any angle, Higher flux dissipation, and identical efficiency. Although the Trident does have significantly higher flux capacity, this is offset by the use of PD lasers, and the fact that its rear is permanent vulnerable.

I was initially thinking of going to the suggestions thread, but I though to get some community feedback first and see what people think can be changed whilst preserving the Trident as a distinct strike craft, and hopefully maintain its supposed role as high tech flying fortress bomber.

A few changes that might make sense are:

1. Give tridents back omni shields, perhaps at the expense of some amount of shield Arc.
2. Make an AI change so that after firing their ordnance, tridents retreat facing the target, taking retaliatory fire on their shields, rather than exposing their vulnerable rear. If they had improved lateral thrust or maneuvering jets, this could make then particularly distinct.
3. Load them up with more firepower. A pair of one-shot Sabot's or Harpoons would make the tridents much more fearsome, or upgrading the Single shot Atropos torpedo's to the two shot variant would give them a significant edge in terms of strike potential over the daggers, and would explain their heavy frame and slow speed.



5
So I lost my ship, got given a tanker and dumped the drips of supplies and fuel and the small crew onto an abandoned station and went looking for something to kill me. Fleets will attack as normal, but as soon as they pursue me, they realize that I am, in fact the most threatening thing in the entire multiverse, and resign without deploying anything. after which I am congratulated on turning my rout into a victory and carry on...

running a bunch of the 0.6a compatible mods at the moment, if you can't replicate this in vanilla I can provide a list if needed.

6
General Discussion / New Fighter Mechanics devouring crew.
« on: September 14, 2013, 06:21:48 AM »
I seem to recall Alex mentioning in he 0.6 announcements thread that fighter pilots of destroyed craft are presumed to have ejected and won't be lost when a carrier is available. I searched for this quote but couldn't find it... trying to work now if that was actually said or if I somehow imagined it.

As it is every fighter shot down costs a crewman, which is a heck of a lot more crew intensive than the old system, I'm wondering if this intentional at the moment.

7
I think it would be worthwhile to have passive hard flux buildup whilst fortress shield is active tied to the shield efficiency of the craft.

When shield efficiency gets very high (with Elite Crew, Hullmods and Skillpoints) Its often better to tank the incoming damage with normal shields as the hard-flux buildup form incoming fire is less than what the fortress shield would generate. Especially if you get the 10 point perk in power grid modulation

I'm fine with ship specials that require thought to use well, or that have a situational role, But I think fortress shields are very difficult to use positively at present. (that's the feeling I get, hard math may prove me wrong)

The tweak I would make assuming the Special is balanced for a vanilla paragon with regular crew and the default 0.6 Shield efficiency, bringing the shield efficiency up to 0.3 should have the hard flux generation, and lowering the efficiency to 0.9 should make it generate 50% more hard flux whilst running.

8
General Discussion / A valentine
« on: February 15, 2013, 03:43:49 AM »
Reapers are red,
Tempests are blue
We love starsector
The next update's... Soon (TM)

9
Because currently if were buying a new ship, are refitting it, but want it to be the flagship, You have to buy the ship, leave the station, Designate it as your flagship and then dock, before you can begin properly refitting with the modified stats in view. The same applies in reverse if you are designing an AI Piloted variant, but happen to be driving this ship. This is more problematic if at the moment you are only flying a single ship, as you can't undesignate it if you have only one craft (Which is logical, I'll admit)

The best solution I can come up with, Allow the Designate flagship button to be visible in the docked screen, just as it is in the fleet screen/ (I can't think of a reason why it should not be there) And add a check-box to the refit Screen
  • Ship is Flagship Which will toggle between showing AI pilot stats, and stats based on Flagship only Ship Skills.


Whilst on the subject it would be nice to have a slider for crew veterancy too, but the Refit screen is already pretty information dense. What do people think?

10
General Discussion / So I just noticed...
« on: January 15, 2013, 05:35:37 AM »
.. That the Tempest looks a lot like a set of bagpipes...

.. then I thought, That's why it drones!

And with that out of the way, lets have some StarfaSector Humour, jokes and generl witicisms.

Why is there a big hole in the TriTachyon  Capital?, it's just Para-gone

11
Like the topic says I would like to see a set of keybinds added to the controls that will fire the selected weapon group without changing the selected group, firing one shot/Volley for a single press, and firing continously if held. this would be tremendously useful for firing missiles/torpedos on an off group whilst keeping the trigger poised on that tach lance or Plasma cannon or manging bursts from the Heavy Autopulse.

I'd suggest the default binds be CTRL or ALT + 1,2,3... although I'd probably set the relevant groups to mouse 4 and 5

12
I'd like to have an controls option to toggle whether 1 2 3 4 5 is used for Selecting/Active weapon toggle groups, or Enabling/Disabling Autofire , and visa versa with Shift+1, Shift+2 etc.

I found that when piloting fast maneuverable craft, I'll very often be using Shift to circle strafe my targets and whilst doing this pressing the nu,ber keys activates/deactivates weapon groups, rather than switching to them, I missed many a window for torpedo fire before working out that inverting the bindings for my Hyperion works best. however when switching to larger craft the binds need to be reversed to the original controls as I'm far more likely to be picking between missile and plasma cannons, than circling strafing (although one particular apogee build has me using the inverted binds to more rapidly activate/deactivate weapon groups on the fly)

(I may well be looking for a solution to a problem nobody has, if so chime up!)

13
Suggestions / Please Add Additional Weapon Groups
« on: January 14, 2013, 07:01:47 AM »
I would like to see the option to create more than 5 distinct weapon groups, There is plenty of UI space in the refit screen for the extra groups to be assigned, it would be very useful in a number of loadouts I use, And Would enable me to use some loadouts that are currently not feasible.

Comments addressed from the announcements thread where I first mentioned this in passing.

Are you guys talking about modded capital ships? Like the stupidly overpowered ones with 10+ large weapon mounts?

I can't imagine you needing more than 5 for vanilla ships - I always control missiles and/or super high flux weapons like Plasma Cannons but everything else is on auto-fire. With +50% OP via Tech tree you can max out vents and capacitors no problem and thus make flux management a near non issue so why would you possibly need to have more than 5 or so weapon groups? I don't think its humanly possibly to swap around 6+ weapon groups and still maintain optimal weapons fire uptime...

No I'm talking about vanilla ships as small as the Apogee and Aurora, I Generally have super high flux weapons on manual Control, Missiles, Too, And like to Assign Point Defence and pressure weapons to autofire groups, but different groups for optimum flux management. For example on an Apogee,  I would like to be able to do this

Group 1: Hurricane MIRV Launcher
Group 2: Harpoon Missile Rack
Group 3: Plasma Cannon
Group 4: 2x Phase Beams
Group 5: 2x IR Pulse (hardpoints)
Group 6: 2x PD lasers (Turrets)

As it Is I'm forced to choose between attaching the PD to another autofire weapons group, which I may not have the flux to fire, forcing me to choose between losing PD or Risking unescecary flux gain or combining two attack groups. Putting the missiles together is silly: they are for different situations entirely, Combining the beams and Ir Pulse is unhelpful as Phasebeams are best used when the IR pulse have already brought the hard flux high enough for shields to go down at which point you want to use the flux efficient beams, Combing the IR Pulse with the plasma cannon group means you have to put them both on autofire and have spikey, overload prone AI usage, or wont be firing at all unless you commit to firing the plasma. Yes you could sink every OP point you can get your hands on into flux dissipation and capacitors and hope it covers it all firing at once, but you have to trade off defensive options, maneuverability range etc for the op cost, when an extra weapon group would let you turn off autofire on any given set of weapons and control your Flux output. A weapon load out should not require 10 points in technology if better finesse with controls would allow the same Results.

Another variant I would like to use is an Aurora with a varied small missile loadout. I like to split the Small turrets between PD and IR Pulse laser, fill the mediums with Pulse lasers, mount a Tornado Reaper Launcher in the large slot and have a bunch of Harpoons However the majority of the Tornado Ammo Goes to waste, being able to split the small Missile banks into A Harpoon for short vent windows, a Salamander for catching retreating ships and fast frigates/fights , two Atropos racks for heavy busting and the Hurricane for support and general shield breaking would be much more situationally effective, but takes up four out of five slots right off the bat, Forcing me to lump all my Flux using weapons into one group. causing me to be wide open to PD threats if I need to hold fire, on the big guns, and generally disallowing fine control.

I dont play much with Low/Mid tech ships, but given the breakdown of HE/Kinetic weapons they employ I can imagine the Efficient usage of these on complex ships gets more difficult, yes, you can just let them all shoot off at whatever, but if you want to play cunningly, and elegantly you are restrained by the limits on weapon groups which feel a little arbitrary.

If the design decision is to keep it minimal for ease of understanding and to prevent it from being mindbogglingly complex for newbies when setting up their first few craft fair play, but an advanced option to enable extra groups would be much appreciated.

And then of course you have the city sized mod ships of ridiculous doom which could really do well with them.


14
Suggestions / Skill Suggestions
« on: November 24, 2012, 07:13:04 AM »
A couple of ideas for 5 and 10 point investments into Construction

5 Servo optimization :Increases Turret Rotation speed by 25%  Advanced engineering provides designs for more complex servo-motor arrangements and the use of stronger alloys allows the weapon mounts to withstand much greater torque and acelleration

10 Firing point Architecture : Increases the Firing Arc of hardpoints by 5 degrees, and turrets turrets by 25%, Standard modifications to weapon housings allow for minor increases in turret firing arcs, you have taken this to an extreme by redesigning the hull to change configuration, presenting much greater arcs of fire

15
Bug Reports & Support / Terminator drones are too high priority targets.
« on: August 20, 2012, 11:08:28 PM »
Not sure if this is some form of intended. also haven't extensively tested yet to see whether this is just when player controlled, but it seems that when I am flying a solo tempest the AI ships will almost unilaterally ignore the tempest in favor of hunting and killing its drone, which for pirate vessels at least is a horrible, horrible idea as it nimbly evades the bulk of their attacks, dancing around them whilst the tempest shoots up their vulnerable behinds, and when they do actually succeed in taking it out, The tempest just kicks another fresh one out the airlock

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