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Messages - Vinyl Dash

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1
Blog Posts / Re: Skill Changes, Part 1
« on: July 02, 2021, 02:07:37 PM »
Ooh boy, Neural Link is looking sexy. That has so much potential, and it feels like there would be a ton of different ways to make use of it.

Assuming there's no cooldown and no delay (so 50 and down), the skill ceiling on using it seems insane. I can't wait to try to pilot two SO Hammerheads simultaneously.

On the other hand, it means I don't need to focus as much on speed if I want to have a personal effect on battles, since we can now fly two ships to two different places, win one, switch, and have the other ship start getting to the next fight in the meantime.

Double combat skill capital ships also sounds funny. Good? I don't know. Funny? Oh absolutely.

The core changes, moving away from the rigid structure to one that better fits each aptitude, looks great.

I can't decide between combining it with more combat skills, or with Best of the Best. Which I'm sure is the point. Looking forward to trying it out.

2
I kind of like the way that ITU functions right now. It's one of the more exciting things to find when you start a new run, and when you do, it marks the time for a big refit of basically your whole fleet. Most other pieces of loot have some really stringent requirement (have a colony with this specific industry on a planet with this tag, have access to production facilities, whatever), the ITU hullmod specs doesn't ask for any of that, it's pure upside. I'd hate to lose that aspect of it.


3
Suggestions / Less ships in black markets, more from bar missions
« on: April 07, 2021, 11:47:10 AM »
Every now and then, you get bar encounters which are just, someone wants to sell you a ship under the table, or someone can help you steal a ship or whatever. These are cool. They're a lot cooler than "buying ships but from the red UI". I'd love to see that taken further. Maybe a new even where you can ask someone for a type of ship and they offer you a few options?

"I need a freighter, off the record. What can you do for me?" just feels more fun.

It would be less efficient, but meh, I feel like the flavour win would overcome that.

4
Suggestions / Re: Story Points & Distress Signal
« on: April 07, 2021, 11:43:05 AM »
I love this idea. It doesn't happen often, but it feel perfectly inline with what Story points are for, and when you need it to work, you really need it to work.

5
Bug Reports & Support / Re: The Typo Thread
« on: April 07, 2021, 11:15:14 AM »
The tooltip for Experienced Marines says
"the experience gained by both parties in beginning to show concrete benefits"
rather than
"the experience gained by both parties is beginning to show concrete benefits"

6
General Discussion / Re: How to properly order the AI?
« on: April 07, 2021, 07:48:08 AM »
Cool. So, again, what do you want the AI to do? Magically boost their damage so they can force the Nexus to flux out? Body block and die? Have every ship rush in recklessly the moment any ship is in danger in a mad rush to save them?

7
General Discussion / Re: How to properly order the AI?
« on: April 07, 2021, 07:16:09 AM »
Well, how do you save a threatened allied ship? By killing or at least heavily pressuring the offender, or in some cases by body-blocking shots intended for the victim.

I'm not sure AI tries to do it (on purpose rather than accidentally), and even if it does, task is not that simple. A ship needs to be powerful/shielded enough and be in position to reach where it needs to be fast enough. AI also needs to figure this out in advance, while there is still enough time to save the victim.
I can't body block that many shots (I'm not even that wide), I can't kill a Nexus that fast and there's a limit to how much you can pressure one as well.

I think you missed the point there.

Those are the things that can be called "covering an ally", and as you've explained, even you, a human player, can't do them too well against a Nexus. What are you expecting the AI to do?

8
Suggestions / Toggle Move Slowly
« on: April 06, 2021, 03:50:38 PM »
Pretty straightforward I think. It would be nice to have some way to toggle on Move Slowly without having to hold the button down. Maybe any manual movement should instantly toggle it off too, to avoid the feel bad cases it might create otherwise (Moving slowly through a storm when suddenly Pathers, for instance.)

9
Suggestions / Re: SO nerf/rebalance
« on: April 06, 2021, 12:56:21 PM »
Well, fundamentally, the problem with built-in SO is that it's the most expensive hull mod, so getting it for free is a bigger deal than getting any other hull mod for free.

It feels like there's three "simple" solutions to address this.

The first, as suggested in the OP, is to make SO a smaller, cheaper effect. If it's in line with the other hullmods, it's no longer a big deal if you get it for free. That's a bit dull, it also affects ships that just use SO normally.

Second, increase the cost of building it in. Maybe it could take up two of your S-Mod slots? That effectively decreases the OP discount by half or so, making it a lot less powerful. Write up some lore about how the extensive modifications to permanently bypass safeties aren't compatible with making more changes or whatever.

Option three is to just say no. You can't do it.

I do like the idea of technically allowing the player to do this but making it a terrible idea in practice, but I agree that the signposting for that needs to be impossible to miss. For anyone who's ever played Stellaris, think of accepting the End of the Cycle's offer, with the button to accept literally saying in big angry red Do Not Do This. Plus, writing a scene of your chief engineer rushing in screaming at you sounds fun. But that's just flavor, the end result there would just be, "you never do this"

10
Blog Posts / Re: Cartography
« on: November 25, 2016, 10:26:25 PM »
Ooooh, just looking at those maps is making me giddy. I can't wait to explore them.

11
Suggestions / Re: More cautious AI fleets
« on: December 09, 2015, 05:40:14 PM »
Wouldn't this just make the game more tedious though? Constantly having to chase down pirates forever because they refuse to engage you 1v1. Having to spend fights kiting at all time because they only engage when they drastically outnumber you. I agree the pirate's behavior is kind of reckless, but I think it makes for far better gameplay than having them be more cautious.

12
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 09, 2015, 03:45:07 PM »
You should tell Alex to fix that vanilla variant then  :P

I dunno, Sure, it's a vanilla variant, but it's never used by any faction, and the player can't acquire it until they invest some points in technology. I feel like there's a difference between being in the pre-made variant list as an example of what you could do, and being given it when you start out.

13
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 09, 2015, 02:41:14 PM »
Hey, I was just wondering, is the starter wolf having a loadout 11 OP above the default maximum intentional? It kind of makes the heavy weaponry option feel really bad, since you can't actually use the heavy blaster without taking out all the stuff your wolf starts with, or getting another ship to put it on. It also locks the player out of modifying their ship, unless they want to lose access to the over-OP'd ship they already have. Not being able to play around with your loadout isn't much fun.

14
Just going to put out there that I'm going to be drawing a lot more portraits.

Well, now I'm excited.

15
Availability of standard-grade ships are more common, and truly awful junk less so, but I have to see something they could not spawn previously.

Hmm, I think you may be right on that. Still, getting Medusas has never been this easy. There's very few fleets in the game you need something more powerful than those for.

The commission system IS meant to force you to join a faction if you want the shiny toys.

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