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Messages - sector_terror

Pages: [1] 2 3 ... 6
1
Suggestions / Re: Expeditionary forces are broken
« on: March 04, 2021, 05:17:17 PM »
Okay, this arguments about "what's realistic" is a dumb argument and I've said before the world must stay internally consistent not tied to a reality it isnt part of. But even if we're playing the "well in our reality...," even if we are playing the single most cynical desperation, the reason TT and Persian league would throw a fit at the hedgy-boys playing total war is because if they are willing to do ti with me, they will do it with them to. No one wants total war.

But as I said, throw the thematics aside. In gameplay pushing the player to fighting a constant wave of forever war endlessly because the hive of AI will keep punishing you for not engaging in blind total war is not a fun or interactive experience. It's a forced rush with an inevitable conclusion you fight back by chucking a single thing at it, money, until you get board of it and give up into forever war.

2
General Discussion / Re: How do you deal with pirates?
« on: March 03, 2021, 11:26:20 PM »
Next question: why is it, if I saturation bomb a pirate colony, the Hegemony and various other lawful factions get angry? Wouldn't they be happy that I'm wiping out a Pirate Colony?

to be fair: Even if they're pirates bombing people who arent even capable of defending themselves until they're mush isn't what we'd call a good thing.

3
General Discussion / Re: It totally isn't.
« on: March 03, 2021, 11:23:50 PM »
The update is close. I can feel it in my bones, like aching joints before stormy weather.

That's arthritis. See a doctor.

Maybe an old one is near and he senses it. Oh dear god, Alex is from Ryloth. It all makes sense now.

4
General Discussion / Re: How do we balance fighter spam?
« on: March 03, 2021, 12:21:19 AM »
I'd also like to add in letting the thematic image of something decide your gameplay beyond concept phase and into the details of implementation is a mistake. Even if it is true that the ships were emulations of WW2 battleships, it wouldn't change they arent WW2 battleship, they are spaceships competing with other naval designs in the universe of starsector. At this stage, the inspiration has to take a secondary to balancing for both world-building and gameplay reasons

5
Suggestions / Re: Expeditionary forces are broken
« on: March 02, 2021, 12:43:07 AM »
It's to keep your colonies from getting way too strong. They are basically opposition against you once you are a true "faction" to target.

That being said my issue with the punishment in relationships to fighting them. If the enemy is challenging you to fair and formal combat with them as the aggressor, it should both protection you from consequence to defending yourself, but also stop punishment for raids and the like done in retaliation, with a sort of credit system done to keep you from attacking too much, like you have a free retaliation for a months after, but not carte blanche whenever. Anything to make just defending yourself from raids not cost influence with other factions. The factions dont have it with eachother, why should you have to devolve into forever war because of THEIR attacks?

6
Suggestions / Re: Hurricane is too strong
« on: March 02, 2021, 12:39:47 AM »
Love for the Oddessey here. I've heard nothing but people say it's trash compared for the other capitals.

But I do agree, the ability to overwhelm point defenses the way it does with the raw damage, tracking, and speed, is a bit much. Still, I'm not sure it's nearly as strong as say, the IR pulse laser is pathetic. In turns of balancing I think there are bigger things to go after.

7
Suggestions / Re: More realistic and uncapped combat speeds
« on: March 02, 2021, 12:34:34 AM »
I disagree, I find the speed by default just fine. The only "issue" is capitals taking a while to get to the front when I'm the pilot, but that's perfectly balanced and it's the price I pay for being the main battle tank that waltz in and solos an entire front line. I'm also not sure how it be more or less "realistic" here, or why that's something to care about when we're in sci-fi with radically different naval technology and design, or why it should change the balance design.

8
General Discussion / Re: How do we balance fighter spam?
« on: March 02, 2021, 12:29:16 AM »
I haven't had a lot of success(or fun) from carrier spam so I can only add so much to this conversation without spending quite a while playing just to test, but I can add this much. I find -fighters- to be perfectly balanced and fair when they are harassing enemies with minor but constant attacks. When I cant protect my back because fighters keep digging into it then I'm quite happy with them. A bother yes but hardly horrifying. I also have no issues with some bombers or support requiring me to pop shields or taking advantage of high flux to cut through said shields. As far as that's concerned I'm perfectly fine.

The issue I have is with some bombers like daggers having high damage homing torpedos with no limit or punishment for spam while I can barely hold a handful of them. A good mid-teir ship might have 4-6 atraphose class torpedoes, but a hero effectively has 6 of them for repeated use. In terms of damage it's fine but it nearly invalidates missiles since a single sufficient bomber wing might as well be a repeat firing reloadable but less controllable missile of the same time. Either the torpedos they get need to be toned down but harder to hit(matching with small arms fighters would use) or some other change needs to occur so I don't watch my own hero units fly down on the ship I'M fighting and ram 6 yellow murder missiles right up it's face for the 3rd time.

Perhaps it's emotional but I even when it's from my side I take issue with it.

9
General Discussion / Re: It totally isn't.
« on: February 28, 2021, 12:30:29 PM »
The update is close. I can feel it in my bones, like aching joints before stormy weather.
I think that's just wishful thinking. If the update was close we would have gotten some news already. We just have to be patient...
We do have patch notes and a confirmation that Alex has reached the playtesting phase.

What confirmation? This is news to me

10
General Discussion / Re: How do we balance fighter spam?
« on: February 28, 2021, 12:29:35 PM »
I wonder how would giving all fighters ammo, thus requiring that they periodically return to carriers and give their targets a breather, affect this issue. Has anyone tried it?

Does this not alreayd exist for bombers?

11
Suggestions / Re: Buff the Hyperion
« on: February 26, 2021, 12:57:19 PM »
Personally I think the Hyperion is a ship well past its prime and niche. Its former role as the most powerful conventional frigate has been eclipsed by the Tempest, and its flavour as an experimental frigate has been edged out by the Scarab and Phase frigates. I wouldn't mind at this point if the Hyperion was simply axed. The Phase Teleporter is not a system that needs to exist.

Perhaps the issue then is the tempest is overpowered and needs to be dropped down to wolf levels.

12
General Discussion / Re: How do you deal with pirates?
« on: February 26, 2021, 09:39:59 AM »
Common answer: semi-constant wack-a-mole until you get heavy industry and a full military base in each star system.
My answer: go to settings.jsom and change the minimum pirate bases to 0 and the time to upgrade to 24 months.

13
Suggestions / Re: Intersystem Military Patrols - Both Player and NPC
« on: February 25, 2021, 08:57:14 PM »
100% support on this. I see no reason at all that a hotfix after the main update is released to add in small military fleets to randomly dig between any route the AI considers sending a trade route. Why not even make it a response to trade going missing, or pre-emptive if a world is particularly lacking in resources.

14
Suggestions / Re: Independent surveyors
« on: February 25, 2021, 08:48:11 PM »
What's the difference between a random fleet being called "salavagers" and also doing survey work, and having two different fleets with different names doing exactly the same thing with different choices in location? I fail to see the use here. this isn't some cheap nothing it's making an entirely new fleet spawn with unique AI behaviors just for the name. Pass

15
General Discussion / My thoughts on supplies and fuel
« on: February 25, 2021, 05:11:18 PM »
I felt like writing this out of fun after doing some "modding" work in Xcom 2. I realized why I'm okay with supplies and fuel as a secondary "cost" for ship operation next to crew/money. In Xcom allows and Elerium didn't do anything but be another infinite stack of resources no difference than money. This new money couldn't be earned like money, was seemingly random and totally out of your control, and you get the idea. Supplies and fuel here offer their own unique uses, price tags, and reasons for not stacking, which effect how you can handle your ships. It's impressive how supplies and fuel come off so seemless and unobtrusive even as I think extremely deeply about it mechanically. Im struggling to make Allow and Elerium controllable consistently earnable, and it makes me see just how much work is put in to make supplies, fuel, and crew, a viable "cost" separate from yet extending from money without any seeming either redundant or too difficult to get.

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