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Topics - TJJ

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286
As per title.

Obviously the lack of caps is making the inventory system unwieldy at present, but introducing caps will create an 'inventory shuffling' anti-feature.

Just something to be conscious of.

287
Suggestions / Irreparable damage to weapons
« on: April 13, 2012, 05:48:38 AM »
As per title.

I'd like to see extreme damage causing irreparable damage to weapons.
These weapons would become useless for the rest of the battle, and would be lost after the battle.

It seems logical given that captured ships lose weapons systems; why not your own ships when they suffer heavy damage to their weapon mounts?

It'd also increase the desirability of the otherwise undervalued armored turrets hull mod.
It'd also introduce an element of attrition damage to even the largest fleets, so they don't necessarily heal all the way up to 100% fighting fitness after a costly victory.

288
Suggestions / Suggestion: Antialiasing
« on: April 09, 2012, 06:58:02 AM »
The lack of antialiasing is quite obvious on text, in particular where it manifests as juddering in the textual elements of the overlay for your ship, or your target's ship.

It's also very noticable on the weapon arcs.

289
General Discussion / Effective Sunder builds for AI control?
« on: April 06, 2012, 02:37:06 PM »
Although it's a fairly lackluster hull, I'm drawn to the idea of a glass cannon destroyer centred around the large energy mount.

In my current game I've accumulated 5 of them so far (the independent mercs don't like me much anymore ^^), but have yet to work out a build that the AI is able to use effectively. (besides Tachyon camp spam)

Clearly the biggest problem is the AIs inability to properly utilize front fixed shields (even if they do provide 300 degrees of protection).
So, does this limitation restrict my Sunders to forever sit at the back of the fleet taking pot shots with their tachyon lances? or are there effective close support/assault builds for this rather cumbersome destroyer ?

290
When in the campaign map pressing [tab] opens up the fleet window on the the map tab.
Pressing [tab] again dismisses the fleet window.

The shortcuts for all the other tabs of the fleet window ([f]leet, [r]efit, (i]nventory/cargo) do not perform this toggling behaviour. I think it'd be useful, and consistent if they did.

291
The ship was a heavily damaged Aurora that I'd captured in the previous battle. (The 2nd battle was me finishing off the remnants of said fleet)

Code
1470146 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.RangeCheck(ArrayList.java:547)
at java.util.ArrayList.get(ArrayList.java:322)
at com.fs.starfarer.combat.systems.WeaponGroup.Ó00000(Unknown Source)
at com.fs.starfarer.combat.systems.WeaponGroup.new.new(Unknown Source)
at com.fs.starfarer.combat.systems.WeaponGroup.õo0000(Unknown Source)
at com.fs.starfarer.combat.systems.WeaponGroup.o00000(Unknown Source)
at com.fs.starfarer.renderers.super.oOOO.super(Unknown Source)
at com.fs.starfarer.D.B.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String.return(Unknown Source)
at com.fs.starfarer.ui.public.if.class(Unknown Source)
at com.fs.starfarer.ui.oOo0.String.return(Unknown Source)
at com.fs.starfarer.ui.public.if.class(Unknown Source)
at com.fs.starfarer.combat.F.OõÒ000(Unknown Source)
at com.fs.super.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

292
At the moment there is little point in lowering shields for a short time to let a little flux bleed off (rather than commiting to a full purge), as the unventable flux (shield damage from non-beam weapons) only decreases after all ventable flux is gone.

Perhaps this is intentional for balance reasons (I can imagine this would be quite exploitable for smalll omni shield ships).
However from a logical point of view it just seems odd to me that 'unventable flux' is unventable because the shields are raised.... yet lowering the shields doesn't necessarily cause it to begin decreasing.

This mechanic hurts big ships the most, as they're typically too slow to disengage meaning their only means of discharging unventable flux is to perform a full purge mid-combat.

293
I feel this relatively simple and subtle change would bring a lot more depth and strategy to the tactical combat.

At the moment the further back you push the enemy fleet the more powerful you become; it's a vicious see-saw that is unrecoverable once beyond a certain point.

Requiring a garrison at control points would slow the engagements, create a more visible battle-line, and encourage a better spread of ships on the battlefield.
It'd also reduce the effectiveness of clustering ships in the centre to form death-balls.

More generally it'd encourage the use of super-cheap picket ships to be used as garrisoning vessels (to free up the more expensive ships for frontline combat), and so encourage more diverse fleet compositions.

At a more abstract level it'd make the game indirectly simulate the cost of stretched supply lines; the further back you push the enemy the more you must allocate to defend your flanks.

294
Suggestions / 'Flame out' ships maintain momentum.
« on: March 25, 2012, 10:47:35 AM »
Currently ships will drift at the speed they were travelling when the flame out occured.
This frequently results in the bizarre situation of engineless frigates outrunning slower ships.

As the game discards momentum (in the interests of gameplay), I suggest that ships with flame out should decelerate to a stop.

295
I'm not sure if this is even a bug (as disabled frigates/destroyes/cruisers/capitals frequently have >1% Hull), and if it is a bug whether or not it's related to the 5% drone hull bug.

It certainly seems a little abnormal though.
Perhaps something peculiar is happening when a killing blow transitions a ship from alive to dead?




296
Suggestions / RFE: permit keyboard navigation in UI lists
« on: March 13, 2012, 07:29:02 AM »
In particular the item lists in the Codex would benefit from having keyboard up/down navigation.

297
Combat speed is there, but travel speed is not.

298
Suggestions / The problem with stepped fleet speeds...
« on: March 12, 2012, 01:55:05 PM »
Pretty simple really: I don't know how close my fleet is to reaching the next speed threshold.
Consequently I don't know how many ships I have to drop from my fleet before I see an improvement in speed.

I honestly don't see the need for stepped fleet speeds.

If it's a workaround to prevent the AI fleets from chasing a slightly slower fleet for ages; fix the AI.
If it's to allow players to better differenciate fleet speeds, just show us the actual speeds along with an ETI. (Estimated Time to Intercept)

Stepping the fleet speeds doesn't seem to accomplish anything besides obfuscating the game mechanics which IMO is a step backwards.

:edit:

Oh, and as this is the suggestions forum.... my suggestion is..... roll-back the stepped fleet speeds  ;D

299
As per the picture.

Unfortunately I don't know if the wing had any fighters alive when the battle ended.

I wonder if this bug might be related to this bug.


300
Battle progressed as normal.

I captured all objectives & was killing the enemies one at a time as they entered the map.

The final ship arrived (An Aurora), it was off-screen but it's icon was shown on the screen-edge radar hint.

About 3 seconds later the battle ended; the Aurora was not killed, nor did it retreat. (as is shown in the post-battle report).


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