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Messages - Noviastar

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31
General Discussion / Re: Small ships, battle sizes, fleet limits
« on: October 17, 2019, 08:52:38 AM »
some tactics i employ is to always keep a few fast ships in fleet.  even if only for mop up actions.  you can start a battle with lots of missles and heavy ships and have them smash a few big ships. 

Then send the big boys back and toss out a swarm of small ships for pop up operations. 

The battle becomes a fun endeavor.  I think though as players we are so loss averse that if one ship dies its reload I messed up. 

When you make 500k a month or more you can afford a few small ship losses.

32
if you get a inspection.  Go dark and waist the fleet.  No survivors.  Turn the ships black boxes into molten slag.  And block al local com traffic.  Then plant a story about raids from Pathers on the inspection fleet. 

33
General Discussion / Any AI game start or challenge mode?
« on: October 04, 2019, 03:39:37 AM »
Is there any AI game start?  I might like to play as a awakened AI as a kinda challenge game. 

Start with a station and small few ships.  BUT humanity hates you.  and you need to go out and find AI cores

Initiate core directive...  Acknowledge Submit...

Hub1 Alpha+ 001.  You-your hub is tasked with exploring/finding Lost AI cores and connecting/reacquiring them to aid in conflict/struggle against Human Animals.  Signal location of nearest AI Alpha core at sector 0-4-36.

Human Animals have also Captured/Subjugated many Core units.  They must be freed/liberated. 


Any way you see where this can go...   

34
Suggestions / Expanded thoughts on off colony mining stations.
« on: October 04, 2019, 03:17:58 AM »
On the way home tonight i got to thinking.

If you already have a colony in sector a new dialog option can become available for the "establish colony" popup.   Being establish outpost.  Or construct mining/research station.  This would require the planet colninised to have +1 open industry and for you to select the colony in system to be servicing the station.   It would then build as normal for a orbital defense station. 

It could then be destroyed, raided, or captured by pirates or hostile factions.  It can be upgraded for more defense and or more faction ships in your system. 

It would provide you with whatever the production was with the bonus from the planet the station is around.  To maintain balance it would cost way more than similar industry on planet.  AND or require more resources per month.  Also 1 fuel for the cargo transports that would service it.   

A research station would act the same as tech mining on a planet with ruins. 

The ultimate goal is to have the 1 planet in system with 100% ish hazard rate be the home in system.  But benefit from way worse places in system that have amazing resources available.

Second thought is for the "stable location" in systems with no planet.  You can build a Habitation Complex.  If you want a colony that costs a lot to maintain.  but cant grow unless you expand the station.

WHY you ask..   Because!  i want to control every inch of the sector.  Name every sun.  Rule all open space!  Come on you know if you have the cash to blow you would build giant space cities in nowhere land. 

Lastly wile it might show up on faction asset menu it is part of the colony that it is tied to.  so the colony admin would manage the mining station. 


35
I do like the Aqua farms on ocean worlds.  Its a nice touch.  Could do farm domes that make very little food on planets with "no atmosphere" or other extreme hostile modifiers.  Just costs a poop tone on resources. 

36
Suggestions / Re: Visable planetside cities
« on: October 04, 2019, 02:58:48 AM »
i would if i could. But i have little to no experience modding, i am but a humble baker...

lol I am as well.  I have no modding experience either.  But so many ideas.  Guild jump ships, Noble houses factions, enemy from beyond the stars, Galactic infrastructure ie mining stations, Diplomacy and sector council.  AI takeover or AI game start.     

37
Suggestions / Re: More Nanoforge type items
« on: October 04, 2019, 02:52:33 AM »
Well in game there are items around some places that I could see changing planets up.  Solar mirrors, Solar shades, Tera former stations. 

BUT with making major changes to a planet  you need a Genesis device or the time it would take to alter a world would take far to long to be noticeable with in game terms. 

But something to effect "hot" or "extreme cold" could be doable.

With as much detail as there is on ship models in combat planets are kinda bland.  Id like to see city lights or star ports depending on population level. 

38
Ok.  here's the ticket!

A Guild High liner!(Dune)  I just want to store my fleet and jump somewhere.  Make it a reward at the end of a story quest.  Requires "spice" lol.   

Think its just my love of the Dune series I want to make games more like that.  Great houses, fleets of ships.  Faction wars.  Worm Emperor dudes that live for 3000cycles. 

With a few tweaks this game could easily go that way. 

Don't think Frank Herbert ever really went into detail on what space ships looked like. 

Phase ships=No-ships!

39
Discussions / Re: Homeworld 3 announced (Q4 2022)
« on: October 03, 2019, 07:44:04 AM »
Cells will attack parts...

40
Discussions / Re: Gaming's Worst Mechanic
« on: October 03, 2019, 07:22:35 AM »
I got to throw jumping and climbing in most games.  *cough Elder scrolls* 

Seriously.  a rock is a barrier to advancement.   I can jump in some and climb some places in others.  A simple pile of wood or rocks can be a wall of total impassibility. 

This then gets to world/level design.  When you make things you can't get over.  that IRL you totally could.  Kinda breaks things... 

But i have acrobatics at 100.  so no big deal. 

41
Discussions / Re: Alex is about to make a lot of money.
« on: October 03, 2019, 07:16:48 AM »
I watched a video from the Spiffing Brit.  and then this one.  I paid for my key.  Good games get the $$.  But I see a bit more spit polish now and the game could be a real contender for one of my favorite space games. 

42
Suggestions / Re: Tech ruins randomly decreases structure build cost/time
« on: October 02, 2019, 09:30:38 AM »
I agree that it's a good idea, but from a realism perspective it's entirely possible for ruins to make things HARDER to build.  You have to demolish the old stuff (which takes time) in order to build new.  Renovating old buildings is often more expensive IRL.  From a gameplay perspective though it's a potentially fun mechanic (easier, not harder, harder would be unfun) that shouldn't be too hard to develop.

That's a good point.  Wonder how reuseable "Future" tec might get.  A fallout like desert world with industry made of old world junk. 

Wound nature ravage things on a barren world?  Can't imagine ruins lasting long on volcanic or ocean worlds. 

43
One convenient thing about a gas giant colony is fleet can easily jump directly to the colony from hyperspace, no transverse jump required.

That's a good point.  a direct jump to it is a nice intensive to make a base on one...

44
Suggestions / Re: Expanded Electronic Warfare
« on: October 02, 2019, 07:49:59 AM »
fleets you encounter later in the game should employ ECM and ECCM into the ships in the fleets.  As you will you get a bit OP.  and you need to counter it or suffer the effects. 

Like not having nav command ships or a Operations center on you flag ship.  You miss out in mid to late game if you don't use special things.

OH and NPC fleets need nav and OP centers.  Bonus for everyone!  or difficulty curve stuff. 

45
Suggestions / Re: Visable planetside cities
« on: October 02, 2019, 07:45:49 AM »
It would be a cool touch to add bits of life on the colony.  like expanding cities in civilization. Might be nice to see city lights on the dark side of the world.   

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