Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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.

Topics - Linnis

Pages: [1] 2 3 4
1
Suggestions / Overly aggressive tunnel vision in combat ship AI.
« on: December 12, 2018, 01:14:43 AM »
With the new patch, I am noticing a new quirk of ships of all sizes aggressively chase after weakened targets. This is great but sometimes my ships (no matter the size, or officer) will happily ram into several enemy ships in trying to finish off the weakened enemy.

This is most noticeable with ships like falcon and odessy, but I have even seen carriers try to do this.

Perhaps a simple check for nearby enemies before ships perform this move?


2
General Discussion / Best 0.9 moments
« on: November 21, 2018, 12:10:37 PM »
Let's share the best moments we got so far.

Versus a Ludd path high tier station that set up shop right next to my main colony. This was early on the game when my fleet consisted of only one pristine Odessy and two 3D cruisers and a bunch of other junk ships.  Was piloting a Falcon and was trying to kill the station arm that had four large ballistic mounts.

I had flanked the station even with hounds and fighters peppering my engines. Hull was at 20% and my goal was to get the arm to high flux so when it rotates to my Odessy's two HIL and 4TL she could destory it.

To get to this point where all the other defending ships were destroyed i had allready lost the venture and two civ ships that i was using for ecm and navigation, two enforcers and a eagle. My forces was not likely going to remain strong enough to destory rest of the station if that heavy ballstic station arm was going to go for a other pass. Most my remaining ships were on half hull points and even the odessy has baisically no armor on all sides.

As the heavy ballistic arm with high flux rotates away from my falcon i had to back off while keeping my shield half up versus the now broadsword and predition coming at me. As my Odessy (Officer piloted with weapons and fighter spec) start chewing on the last 10% of the flux, the ballstic arm start fighting back and putting hard flux on the Odessy. Bust as my only prestine well built ship with purposely trained officer it was going to be allright by my estimates.

BUT as this moment a enemy enforcer that I had a frigate fighting on the east side boosted towards my Odessy, and a random kite floated in front of the main firing arc absorbing the Odessy's attention. With this moment of relief it was clear the station AI would start venting and with the renewed low flux push back the agressors and destory another few of my dwindling remnants of a fleet, it would have enough flux to destory the Odessy by the time the kite had been dealt with. I was allready ready to press escape and reload my save and do this 20min fight again.

Then, by some AI miracle my Odessy had a epiphany. With 50% hard flux she decided to use plasma boost. With the shield up it pulverised a full armor and full shield kite and sent its exploding hulk flying off to the north east faster then the fastest ship could fly. At the same time ramming aside the boosting enforcer causing massive damage to it and sent it also flying away spiraling out of control in a flameout. With 30% flux left it shot both a reaper torpedo and a sabot salvo at point blank range at the now exposed  ballistic station arm and crippled it in every way possible. With the enforcer out of the way, no kite for lasers to lazily track, and the biggest threat in an insane overload. I paused the game at this moment and dragged the largest box selection I could make and sent a elimination order on all of my ships against the station. Thus the rest of my fighters and destoryers also closed the gap and tore the station to shreds piece by piece.

3
General Discussion / UNLIMITED SPEEEEE
« on: October 03, 2018, 12:35:04 AM »
What do you guys think about the idea that in-combat all ships should have unlimited max speed as long as they maintain 0 flux, only difference between ships is acceleration.

Right now the game has this addictive combat where the player is constantly thinking and engaged at all moments. The only dull moments and the most frustrating parts are when the player is just moving from one fight into another, dragging the screen to the max limits and waiting to engage.

Zero flux drive and burn drive are suppose to fix this but they both have flaws. The former bost the max speed only by a minimal amount and ended up as a during-firefight movement option. The latter is fun to use but the AI has huge problems with it.

Unlimited max speed with 0 flux can solve this travel problem pretty well I think. The AI could use it well, and it would open up some interesting possible manouvers from players like flanking escort formations and charging right up to faster ships is still not easy scince changing directions is equally hard.

4
Suggestions / Sabot spam!
« on: August 29, 2018, 01:41:58 AM »
Sabot needs to have a delay on subsequent shots. Maybe even harpoons to stop AI from wasting their whole load on one target.

Sabot spam can be fully unloaded to easily win a fight or neuter large ships. Frightfully the AI abuses this when equipped too. Unlike the harpoon counterpart sabot is much much harder to counter.


5
Not easy for new players to figure it out. Maybe have the bar flashing red with some sort of tough language.

6
Suggestions / Large ships in small fleets.
« on: March 12, 2018, 04:25:27 PM »
Basically a fleet diversity problem. An Aurora with a hound and tanker escort should be a thing.

Maybe instead of four frigate fleet it could be two destoryers or 1 cruiser fleet.

Should make picking battles more interesting on campaign field.

7
Suggestions / Safe'nSteady combat and player knowledge progression
« on: December 09, 2017, 10:50:54 PM »
Hello Starsectorizens and Starsectorpuppers.

Since progression can easily be reversed when the player fleet dies doing anything from scanning or bounty hunting. Perhaps there could be a way to gain progression and knowledge without risking everything in one fleet, but not include boring aspects as "grinding" easy bounties etc.

One idea is to have the player accept mission as a combat support. Once accepted from a market or a rendezvous point reached, a fleet is spawned and is headed into another fleet that spawned somewhere else. Reward is paid if the target fleet is dead or friendly fleet survive, this way it can easily become an protect or destroy mission with a few tweaks. The reward amount and difficulty could be dependent on fleet size difference, etc etc.

A system like this could have new players easily head out, fight in awesome big battles without worrying about losing ships and progress, witness how ships engage each other and basically quickly gain in-game battle knowledge for when they set out to build their own fleets.

Also experienced players could take on riskier missions by doing stuff like sacrificing themselves luring target fleet through a corona or in combat trying to assassinate crucial ships.


8
Suggestions / Fleet Nav/ECM bonus gui.
« on: November 07, 2017, 06:36:40 PM »
After playing around with large fleet without investing in combat skills I realized how important ECM and Nav bonuses are. Fighting between the same two fleets with 20% range deduction can go from a even fight to absolute steam roll. On top of that speed bonus while not as impactful is also quite important and can compound on top of range. I do feel like the importance of these stats often outweigh "plasma jets speed boost info" as are much less viewed and not cared about since it was the player who actively used it. Perhaps also allow players to see (could be character skill based) the estimated bonus before a battle. Also during a battle the ECM and Nav bonus be displayed somewhere else separate or be more visible.


The stats modifier info area is mostly a tooltip function where players can pause the game and can understand details about something, where a veteran player will often not even bother to look at. But ECM and Nav are so important that veteran players will need to glance that them more often at least.

9
Discussions / House of the Dying Sun
« on: June 04, 2017, 12:14:15 AM »
Noticed no one has mentioned this one yet. Great one, combat like everspace but with more... basic weapons. Story is better. Visuals is simple and has homeworld feel.

Takes about 1-6 hours for a play-through, depends on how good you are.


https://youtu.be/56fCuO7JEy4

10
General Discussion / Fighters need to "escort" less
« on: May 05, 2017, 09:57:42 PM »


I see alot of times fighters tend to escort certain ships, who they pick I am not sure, but as you see here, all the fighters are hugging my paragon like glue. Even bombers are trying to "escort", while the carriers they are from are dying...


11
I had an phaeton that got destroyed in an battle that I was forced to flee from. I managed to get away with 3 destroyers, 3 frigates, and a mule. But when the battle ended I had exactly 0 fuel...

I don't think this makes sense...

12
General Discussion / [REDACTED] [REDACTED] Core Farming
« on: April 29, 2017, 02:22:44 PM »
Has anyone else been farming [REDACTED] cores and selling them as primary income?

Because it seems a lot more lucrative then fighting double onslaught bounties! Since [REDACTED] fleets in systems with [REDACTED] stations re-spawn basically every time you offload and head back.

13
General Discussion / Too much heavy machinery?
« on: April 23, 2017, 10:54:48 AM »
But after a while of scavanging, eventually I will have something like 200 supplies - 800 heavy machinery, while I started off with 800 - 200.

That is picking debris and doing scans. Supplies and fuel are never a problem and I just buy crew from stations. Mostly use D ships as some of them are perfectly use-able.

14
Suggestions / Technology and ship OP
« on: January 02, 2017, 01:42:00 AM »
So currently the the idea of OP and ships is that there should not be enough to grab all the weapons, vents and hullmods one wants. If one could, it would dumb down the outfit process alot more ie. just throw them all on there. But what happens is when the player is low levels the struggle is really hard to match up to AI fleets and when the player is maxed on technology, all their ships are easy no brainer equipped.

So how about what technology does is it allows the player to spend resource (or not) to upgrade the max OP an ship has. But an max (or near max) OP ship can be bought for an high price. So this allows non technology players to spend extra resource to get max OP ships that perhaps would lose their max OP stats when refitted. Or something similar that would degrade the ship and put restrictions on the non tech player.

This could open up alot of game play options such as finding an pristine high tech ship (from various sources) with more OP than possible with a certain load out, and once on destruction or refit would lose their stats. Also

Lore wise it could make sense as most if not all ships are degraded and no one has the know how on putting them in tip top shape. And auto factory built ships don't often use the best efficiency and power flux magics that is available currently.
 
Im sure people have thought of this before. Thoughts?

15
General Discussion / Be his wing-man
« on: May 16, 2016, 01:15:36 AM »
Lately I been trying an odd setup.

Normally I run a paragon or Onslaught and solo faceroll everything in my way. But I been having trouble fighting two enemy max level cap ships with escorts alone. But up-scaling to two Onslaught was kind of overkill and would cut my profit alot.

The solution was to use a max combat officer.

ordinace expertise
damage control
gunnary implants
power grid
target analysis

So for the onslaught I put all the most damage heavy expensive weapon as possible, with no mobility mobs and almost no PD.

While I fly the Apogee (Cargo and sensor support is awesome too!)

Hardened shield, aux thrusts, and only three lazers on the front. Then all the usual goodies.

This works by me flying in front of the onslaught, blocking shots and his line of sight, this way the AI will focus on what he can, which is what I allow him.

Some nasty alpha strikes from either bombers, burn engine onslaughts, or just flanking fleets the Apogee player will eaily deflect with that 0.3 damage / flux ratio. Followed by those Heavy maulers and autocannons on the back of the onslaught turns it into a battle fortress.

Its great fun, the Onslaught does all the damage while the apogee takes all the beating and uses beam weapons to help with annoying targets like wolves and such.


You should all try it sometimes, fly wing man to an AI with your biggest ship. Dominator + shade also works really well too.

Pages: [1] 2 3 4