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Messages - Chittebengo

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1
Bug Reports & Support / Re: Fuel usage math?
« on: May 04, 2012, 08:46:40 PM »
Osm.  Thank you!

2
Bug Reports & Support / Re: [0.52a-RC2] Prolonged squeal in battle
« on: May 04, 2012, 08:43:09 PM »
It wasn't a series of beeps but a long, grating squeal.  Think a timer could be added on a per-ship basis?  Same ship will not trigger the spot notice noise more than once in an x-second interval?  I honestly doubt this kind of situation happens frequently, though.

3
Bug Reports & Support / Fuel usage math?
« on: May 04, 2012, 08:41:36 PM »
Ship 1 uses 1.3 / lr, ship 2 uses .8 / lr. 2.1 without rounding.  Game says total usage is 2.0.  Likely nothing here but rounding (how to use .1 unit of fuel, etc) just seeking clarification.  Would not .1 over 10 lr use 1 unit or does the game fully round this away?

4
Bug Reports & Support / [0.52a-RC2] Prolonged squeal in battle
« on: May 04, 2012, 08:32:34 PM »
Just had a battle where the "ship spotted" note was played over 5 second period, really high squeal of annoyance.  Only thing I could think causing this is the ship staying -just- on the spotted radius. 

5
Discussions / Re: Dwarf Fortress
« on: April 19, 2012, 02:58:04 PM »
DF has always looked like such an amazing game, and can spend hours watching Let's Plays of it, but for the life of me I fail hard at city management style games like this and Sim City.  All the micromanaging eventually gets beyond what I can handle and still enjoy.  It stops being casual and fun for me.  Still, I think the game is awesome.

6
Suggestions / Re: 'Flame out' ships maintain momentum.
« on: March 27, 2012, 07:52:33 AM »
When ships go through nebulas their speed is continuously sucked off.

Friction.  Object in motion stays in motion unless acted upon by an outside force.  I hate the thick nebulae clouds, the peasoup of space.

7
Suggestions / Re: Pack rats - unite! )
« on: March 26, 2012, 02:32:38 PM »
Depends on if there is any added benefit to layers of complexity.  I still think this game could head towards Dwarf Fort in space, but whether or not it should, or if the engine is geared towards handling it...

8
Suggestions / Re: New Section of forums.
« on: March 26, 2012, 02:30:07 PM »
I'd love to see this as well!  A place for ship topics and debates on viability.  Yes, please!

9
Suggestions / Re: Adding a use for too much money
« on: March 26, 2012, 12:34:14 PM »
Or keep modding your fleet and trying out different ships and layouts.  I burn through my credits quickly enough.

10
General Discussion / Re: Conquest Outfitting
« on: March 26, 2012, 11:40:48 AM »
I tried the suggested general loadouts and maybe I'm just not meant to be flagging one of these things;  the firepower was great, but the limited shielding left me getting my tail kicked.  Throw in the ponderous speed at which cap ships move and it was painful to try and move one of these things to engage.  An Astral just ran away.

Glass cannon?  I'm back to my Hyperion, enjoying the safety and versatility the little thing offers.

11
General Discussion / Re: Conquest Outfitting
« on: March 25, 2012, 02:42:19 PM »
It takes forever trying to copy over a loadout if you only post a screenshot.  Still, the info is appreciated!

12
Suggestions / Re: about empty ship mounts
« on: March 24, 2012, 09:31:44 PM »
Well, in theory. Would still cost OP, but.. yeah, see your point.

13
Suggestions / Re: Machine guns - kinetic?
« on: March 24, 2012, 11:06:18 AM »
This idea comes up a fair bit. I think it could work - but the damage type might not be the problem. It's more of an issue with how the AI deals (or can't deal) with being saturated with close-range MG fire.

Broadswords have the same issue - really, right now they can lock down an Enforcer, but with more clever shield (non) use, an Enforcer can handle multiple wings with ease. So, I'd rather take another look at that part of the AI, instead of taking a hacksaw to the machine gun line of weapons. Some changes to them might still be due, but I suspect it's not nearly as drastic a problem as it seems right now.

Something else to consider: if the MGs become fragmentation, what's left to differentiate them from the Vulcan cannon? Right now, the MGs have a lower DPS (thus, worse vs missiles), but are more versatile.

What about sending a wave of Broadswords with a follow up wave of Pirhana bombers?  If they refuse to up shields on the broads, they take bombs.  If they up for bombs, they flux out on broads.

14
Suggestions / Re: about empty ship mounts
« on: March 24, 2012, 09:57:56 AM »
Not a bad idea, but to add to it, the unused mounts could be utilized and repurposed, adding on other options, such as additional flux/vent capacity, or other system augmentation for when you don't need the full weapon mount.

15
Suggestions / Re: What if crew members were people?
« on: March 24, 2012, 09:56:18 AM »
I think you have misunderstood the game for a "space sim".

Beat me to it.  Besides, I think the "Officers" tab and our own character tab will make people stand out from the regular greenies.  Until they earn a name for themselves, they are just crew.

A good commander morns the loss of men/women, but has to move on to protect those who are still living.  Don't get -too- attached.

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