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Topics - Vulpes

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Suggestions / Battle Log
« on: December 25, 2018, 02:29:42 PM »
So, in 0.9 I find myself using a lot more frigates, as it's possible to salvage destroyed ones reliably using reinforced bulkheads/skills.  I think that aspect of the game is in a pretty good place where fleet composition can be fluid, and battle losses can be part of a sustainable strategy- if anything D-mods are a bit too strong (the deployment cost and maintenance skill reduction make me seek them out for a lot of ships) but that's another discussion.  What I've noticed is that my newfound willingness to use packs of smaller ships and a spread of frigates and destroyers in protracted battles has created an issue: it's incredibly difficult to actually track which of, say, 5 wolfs has run out of combat time and needs to retreat, or keep track of damaged ships and order their retreat, keep tabs on ships with different weapon loadouts, or sometimes just finding a ship on the map to give orders can take longer than it should.  This is made worse by the fact that older warnings can be deleted by newer ones and missed entirely in the heat of the moment.

The simplest way I can think of addressing this is to modify the deployment screen, such that ships can be selected and ordered about from there, complemented by some kind of battle log detailing the major events that pop up on the top left of the screen (maybe clicking on them selects that ship?).


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Suggestions / Rainbow Tables
« on: October 01, 2012, 11:38:07 AM »
So, I was thinking of the shortcomings demonstrated by auto resolve and came up with... something. To my understanding rainbow tables have basically been computed in advance- could we do a similar thing with starfarer battles? we could throw together something like a list of fleet combinations with varying hull/armor damage %, crew level and supplies.
Multiple smaller battle results could randomly be used to decide on the fate of large fleets, seeing as there's a limit to the number of units one can field.  I'd imagine that modders could either be given the option of generating their own tables or letting the current auto-resolve take over.

This may be too much work but I thought that it was worth mentioning.  I understand that auto-resolve should be risky for the player, but as I understand it Starfarer will be a very large and complex universe, which probably means lots of AI fleets colliding with one another- something the player has no direct control over yet will still be affected by and so it seems silly to have (sometimes) seemingly random battles play out:

I once decided to auto resolve one Lasher and one fully equipped thumper onslaught against a few pirate frigates, a Buffalo and something else small (I forget)... I actually had the Onslaught die more than once in the number of tests I did, which certainly wasn't over 20.

3
Bug Reports & Support / Auto resolve doesn't consider tactical advantages
« on: September 24, 2012, 11:52:55 AM »
The auto resolve feature doesn't seem to account for which ships the player actually fielded and what's happening to them if used mid battle.
I've been in situations where I've fielded something like an Odyssey and then been surrounded, overloaded and had a volley of reaper torpedoes fired at me.  If I auto-resolve the battle before they strike my Odyssey will still be intact (despite invariably being moments away from total destruction).

It also seems to involve ships which have already been in battle and then retreated.

4
Suggestions / Station/Boss units
« on: September 18, 2012, 04:09:23 PM »
So, thinking back to my previous suggestion I thought we could expand on this a tad:

Certain places (e.g the tri-tachyon corporate headquarters) are defended by large stations/ships (although the ships are more like giant defense platforms with thrusters, thus being too inefficient to leave a system).  These monstrosities don't have the luxury of focusing their firepower to the degree that a dedicated battleship (capable of movement) could and so tend to rely more heavily on a strong defense, hangers and possibly resupplying friendly ships with ammunition.

These structures exist to have a major impact on the state of wars within the sector- vital planets and what not are difficult to invade for a reason, and disabling these structures effectively is a challenge left to the player, whether their solution be to intercept all reinforcements and slowly grind the defenders down or simply charge right in.

As for why they exist... perhaps someone bolted a load of onslaughts together, or recovered a forgotten relic at great cost.  Given the dynamic nature of starfarer I'd imagine these to be a very rare find (with the major factions possibly starting with one each).

5
Suggestions / Segmented Ships
« on: May 18, 2012, 10:01:23 AM »
I was thinking of larger ships/stations and what not and suddenly made a comparison with trains (don't ask...).

Large ships (especially stations) could have destructible segments, such as the bridge.  I'm not sure exactly how this should work, but it may be wise to add a 'central' module which is critical to the integrity of the vessel.

These constructs would have a more 'massive' feel to them and could potentially (stations) be especially powerful, whilst still being worn down in longer battles.

Player designed stations are also a possibility, with players having to balance economic and military prowess (as well as the vulnerability of those modules)

6
General Discussion / Game Economy
« on: May 13, 2012, 11:22:55 AM »
Soo I've been wondering exactly how far the sector has fallen?

Presumably there is little/no crude oil due to the previously barren nature of these planets, but what of livestock?  Did the Domain even require livestock or did they make use of microbes and synthetic foods?

If people used to manufacture everything via the use of auto-factories and blueprints is there a competitive tech industry focusing on re-inventing things such as traditional factories, cars, batteries and what not?

I can see a fair few possibilities here- players could trade in things such as 'new' tech, cattle and ores- perhaps even refining/manufacturing things once they're rich enough to construct the relevant facilities.  If cars can only be produced by auto-factories it's perfectly possible that commoners must still use something-drawn carts to haul their produce.

I was also wondering about the Hegemony... I noticed in the lore that some soldiers were put in stasis and sent via conventional drives.  Is it not possible to go back the other way and investigate? If they can halt all biological processes for over a hundred years I'd presume they can make use of techniques such as cloning (want an outpost? spit here and cuddly robotic aids will do the brainwashing for you).

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