Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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.

Messages - Destructively Phased

Pages: [1] 2 3
1
Suggestions / Re: Spend extra OP on hullmods
« on: January 10, 2024, 08:51:48 AM »
This can get really bad, really quickly. Let’s take the onslaught, a ship famed for its poor maneuverability and exceptionally weak rear. Auxiliary thrusters are already a good pick for the onslaught to deal with the weakness. But if we can slot auxiliary thrusters twice or even 3 times, the onslaught becomes as maneuverable as a sunder, with a lot more punch.

And then there’s ITU/DTC. These hull mods are already given picks for every capital. If we could have those hull mods, multiple times over “sniper” capitals become very real. Executors, onslaughts, odysseys and conquests in particular would enjoy this. Who needs OP spent on survivability when everything dies offscreen?

Theres also the case of hull mods like safety overrides, where the value of the hull mods is in static effects, like the permanent 0 flux speed boost. There’s the question as to how that should work with fractional installs, so do you get a partial boost? What about penalties? Some ships a permanent speed boost of 20% would be well worth taking a slight peak performance time hit for. Similarly, how do penalties work with multiple installs of a hull mod like heavy armour?

2
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 04, 2023, 05:48:03 AM »
I'm sure there will be absolutely zero unexpected consequences to directly connecting the core worlds to a high threat [REDACTED] system down the line :).

Wormhole Scanner to the rescue :) Of course, if the [REDACTED] have this technology...

Now I definitely want to put one in the Atzlan system, let the Hegemony stare at it for a year, then watch the chaos as the [REDACTED] come streaming out.

3
Just going to say, a bell curve for hyperspace fuel efficiency with the optimal at 10 is a bad idea, as it optimises traveling through hyperspace at burn 10, which has the effect of doubling (or at least increasing) travel times. Currently being above burn 20 costs less fuel, as each point of burn greater than 20 is free. This incentivises you to go as fast as possible in HS, which is good as it’s definitely not the strongest part of the game. Incentivizing people to go slower… not the way forward there.

4
Excellent: Odyssey

The battlecruisers are definitely the most fun ships to fly I find, as they have the power to make something regret its position on the battlefield and have the speed to punish something for being in a poor location. Meanwhile the onslaught doesn’t have the maneuverability to pull that off and the paragon is for fighting around, not in, at least for my opinion of fun. What places the odyssey above the conquest for me is the built in hangar and the plasma burn over the maneuvering thrusters. The conquest drives full speed at you before turning broadside on, the odyssey pulls alongside and broadsides you. Makes the odyssey more fun to pilot. Also 2 plasma cannons are just fun to use.

Enjoyable: Falcon(s).

The standard falcon is just a good alrounder and is never something I’ll sneeze at. The falcon P is of course an excellent munitions platform and I’d actually rate it better than the gryphon, namely as it has the speed to rush forward and strike with those missiles and then get the heck out of dodge before something with more sustained firepower can retaliate.

The Falcon XIV is however my favorite, mainly down to the paint scheme. It’s the best of the XIVs personally. Also the improved flux stats make it a pretty good kite, if given ion beams and HVDs, placing enemies in a situation of “drop shields and suffer mass system outages, or don’t drop shields and suffer mass system outages later on and high flux”. The loss of speed doesn’t really hurt a falcon with that sort of kite build, namely as it’s still fast enough to fall back into the safety of the fleet if it needs to, while it can push other ships over the edge.

(Honorable mention goes to the collossus Mk3, for being such fun to shoot, but also a good early/mid game carrier, colony establishment transport and raiding vessel, all in one.)

Disappointing: hard to say. I want to say the capital civilian converts, the atlas mk2 and Prometheus mk2. While the cruiser civilians converts, the colossuses, are fun to fight and do have some use (particularly the mk3), these two ships aren’t particularly fun to fight, but neither are they a challenge. I also don’t find a use for them on the battlefield, if I’m bringing a capital ship to the field, it’s either to be the fleet anchor (battleship/battlecarrier) or to provide decisive firepower where needed (battlecruiser). These do neither really and serve more as fire support, which is not what I’m going to bring a capital for if I’m putting one in my fleet.

5
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 04:38:15 PM »
I have to say, I really like the Pegasus sprite. It somehow manages to look both durable and bristling with firepower, while having at least some speed. A fast battleship. Though, reading the description, probably the only thing it could run away from is a paragon. But oh well. Maybe to further sell its reliance on missiles it should come with the expanded missile racks built in? The other 2 missile focused ships in the game that readily come to mind are the Falcon P and Gryphon, which have some means of more missiles built in.

Otherwise, Im looking forward to ramming the Pegasus into enemy ships, being destroyed and taking them with me in the blast.

On the Dictat, that’s going to be a heck of an adjustment to get used to, but being stupidly corrupt should make them nice and distinct. And it’ll be easier to go and tangle with the Lion Guard over Sindria and have fun blowing them up. Though, could we get a Dictat package that produces ships with the Dictat paint job, but not the D-mod?

Finally, on the remnant, I see we’re adding to the terror of the radiant being a big block of slow guns that can somehow back up to safety with the terror of “oh god, there’s now 2 large and 4 medium mounts right behind me”. Excellent.

6
Blog Posts / Re: Uniquifying the Factions, Part 1
« on: March 18, 2022, 10:52:11 AM »
With a new battle cruiser, any chance you could review the accessibility of the odyssey? It’s always been a hard to acquire ship, being the only capital ship that can be hard to acquire for a player for who credits and lost ships aren’t a concern. As unlike the other 5 capitals (sorry atlas and Prometheus MK2) that appear in the game right now, the odyssey doesn’t spawn in faction bounty fleets, doesn’t appear in major markets and I know of only one fixed spawn, the bounty fleets protecting the tri-tach planet during the storyline quest.

This leaves the only ways I know of to get an odyssey reliably (as in get a replacement if you get it blown up) to either get lucky exploring or using the historian, or grind a ridiculously high relationship with a Diktat official and get one built (though you’ll be looking at a relationship of close to 100 and priority contact for the price to drop to the point where it’s within the amount your permitted to spend). Or raid planets.

The odyssey appearing more often would be nice to see, since it’s a fun capital to fly and with its stats it works as a good flagship for a high-risk exploration fleet. Maybe it could work for exceptionally large AI exploration and salvage fleets, or the Tri-Tach as a flagship for forces that need a capital class flagship but don’t need a battleship or carrier?


7
General Discussion / Re: Impressions about skills in 0.9.5
« on: April 06, 2021, 04:32:20 AM »
Part of my issue with the skill system is that of the specialisation "fields", only combat has a cohesive theme: better player ship performance.

The other 3 don't. Command offers a wide range of buffs, affecting combat converted civilian ships, frigates, carriers, officers, colony bonuses and ground operations.

Technology offers strategic layer improvements (speed and sensors), individual ship performance gains and outfitting benefits.

Industry offers cargo, salvage, individual ship benefits, supply/fuel consumption reductions, D-mod nullfication/benefits and colony bonuses.

Technology is okay, if a little scatter shot right now, but the other two are just all over the place with the benefits they offer. Add in the mandatory loop through if you want to get 2 perks on a tier and I don't feel specialised anymore. In command you have to pick up the combat conversion of civilian ships perk. In industry, you have to pickup both D-mod skills, that cancel each other out.

This might be okay if there were more fields added, the two worst offenders in the scattershot problem (command and industry) are also the areas that have gained the most skills over the versions, hence that might be why they feel more scattered in their offerings than combat and techology. Maybe some of this issue could be alleviated with an "Exploration" tree that takes skills such as navigation, sensors, better salvage, supply and fuel reduction and other skills are reshuffled around to a field that better matches them (combat converted civilian ships being a prime example).

But right now, Command, Technology and Industry don't feel like they build a character who is a specialist. They build a generalist character under the label of "specialist".

8
I’d just started the game and spent almost all my credits on outfitting and supplying for a trip to the edge of the sector, I only had 401 credits.

I’d just gone to see what the arms dealer did, I wasn’t in a position to buy anything. I think I’ve overwritten the save.

9
General Discussion / Re: 0.95- First Impressions
« on: March 27, 2021, 05:11:20 AM »
I think some of this is an example of jumping the gun/new patch old expectations.

The higher speed of everything in general makes navigation less mandatory in my eyes (especially with built ins) while the +3 burn to slow moving opens huge doors for going dark stuff.  I haven't messed around with it much but this seems like a much more legit choice than people are currently giving credit for.

Further I do think it's very much supposed to be somewhat like character classes, and I think it's a pretty good "build your own" style.  Clearly you've got your "pure" classes and it's expected you'll go down a few trees and be some sort of hybrid, and while there does need to be some tweaking i'm sure (yeah built ins seems realllllly good) I think how much you like that style just comes down to taste.  As i said i hate games where you're just going to get everything anyways.  I like distinct builds. 

Obviously either solution can be modded into, i feel like the "get everything" one is easier to mod into from the current system, but I haven't poked at it.

As for "getting both choices" I don't hate that you have to wrap around.  It has an elegance to it, but I do wonder if it shouldn't just be "have to pick the next tier or two before you come back" sort of thing.  Loses elegance but is certainly less frustrating.

I haven’t noticed a massive boost in speed, early game I’m still getting a burn of 9/10, so the +1/2 of navigation is still good. And I’m still going to want transverse jump. Navigation is still a priority on my shopping list.

But my main issue is that even in the “pure” classes, I don’t feel like I’m specialising. As already stated, in looping through the command tree twice to specialize my colonies, I’ve also specialized into military conversions, frigate swarms and carrier doctrine. I don’t feel like I’ve made a character who has specialized into command, I feel like someone who walked up to the buffet table and picked a bit of everything.

The technology tree has piloted ship bonuses only at tier 2, which means my character who has specialized into boosting the performance of every ship in their fleet now has a single piloted ship bonus. Industry is a similar situation, boosting cargo, salvaging, individual ship performance, logistics, d-mod ships and colonies.

With the new system I have may have “specialized” into a field, but I don’t feel specialized, due to the bonuses outside of what I want that I’ve had to pick on the way.

In the old system, I may not have specialized into the fields, but I specialized into a build.

10
General Discussion / Re: 0.95- First Impressions
« on: March 27, 2021, 04:09:37 AM »
For me, what really annoys me with the skill system is how 2 skills that a player is going to want are right next to each other and mutually exclusive, like sensors and navigation on tech. Navigation is great at all times during the game, and sensors if of particular use for early game “the target is in the heart/edges of a system” missions. Yet to get both, I have to wait until level 6 at the least to get both.

The two level 5 perks of command are really good for colonies and building up your industrial base. But to get both you have to run through the command tree twice. This has a nice synergy with Tier 4, as you get more and better officers. Thats actually good. Tiers 2 and 3 are a mess, as your forced to spec into frigate focus and carrier focus. So to optimise your colonies, your forced to waste skill points on specializations that at least one of which you’re probably not going to use (unless you are a massive fan of the Shepard).

Because picking a Tier 1 skill means I’m locked out of the other Tier 1 skill for 5 levels, it’s now extremely hard to pick even starting skills. Yes there’s respec, but I feel like continuously switching my skill between navigation and sensors is extremely exploity and not at all how the system was intended to be used.

Upside though, I’m glad I no longer have to invest 6 skill points in salvaging before I can salvage research stations and the like.

11
Started the game, went from Jangala to Asharu and met with an armsdealer at the bar offering ships and weapons. Great! What's their stock?

The only ship they sell is a Kite(S). A ship that explicitly cannot have any weapons. As an early game thing where I don't have the funds to buy anything, this is quite hilarious, but in the mid-late game I can imagine it would be dissapointing to have gotten one of these characters at a portside bar and realise that their ship selection is just Kite(s), hounds and pirate grade ships. At the very least, the Kite (S) should be barred.

Rest of the stock was okay though, a heavy blaster, light needler, Burst PD laser and thunder wing. Just the highly dissapointing (but amusing) ship selection.

[attachment deleted by admin]

12
General Discussion / Re: Memorable features from the past
« on: May 08, 2019, 12:49:52 PM »
Fighters being independent of ships. Yeah, the new carrier mechanics are better, but I miss being able to pick up 2 wings of talons at the right at the star and throwing them at the enemy to get splatted.

Or in a pursuit, deploying 4 wings of daggers (with reapers) and watching whatever big target I wanted dead just blowing up.

13
Lore, Fan Media & Fiction / Re: Pirates get outside help
« on: November 26, 2018, 03:11:10 AM »
You find that most of the "smuggler" fleets often end up visiting a pirate station, no doubt delivering the supplies they need. And over the years the pirates have had plenty of hand outs, such as the former domain task force that set up operations in Magec (and namely responsible for Kanta).

As for the ports themselves, I don't think these are particularly "pirate". The other factions probably see them as more independent aligned, but they ask even fewer questions than the independent.

Not to mention that in lore (not mechanically) the deserter fleets probably end up as pirate fleets, once their bounty has died down.

14
Can we get the Domain ID?

15
Duplicate Synchotrons are irrelevant. With the economy system, the entire (vanilla) sector needs 1 source of fuel that can provide 8 fuel. Anymore than that cuts into the earnings from the fuel production. (Basically, for max fuel profits, set up a fuel production of 8 units, then destroy Sindria).

You only need 1 synchotron core, and then a pristine nanoforge for each colony your going to have serve as shipyards for your own custom fleet.

The real loot are the ship blueprints. Capital blueprints are exceptionally rare, so if you want to field all 6 combat capitals, you want that extra 50%.

Pages: [1] 2 3