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 - DeMatt

Pages: 1 ... 3 4 [5] 6 7 8
61
General Discussion / Re: Favorite Surprises
« on: November 29, 2015, 02:00:07 PM »
Something I JUST discovered:  in the Refit screen, you can CLICK on the CR meter at the top and SET the CR used in the simulator!  No more trying to run a fresh-out-of-mothballs ship at 0% CR for me!

62
Bug Reports & Support / Re: Crew complement numbers in ship info broken?
« on: November 27, 2015, 06:05:53 PM »
Sorry I omitted the important details. I got rid of some of those crewmen and had something like 6 regular and 4 veteran for my entire fleet (1 ship). But in campaign in my fleet screen when I click on that hound it always just says 10 regular which is baffling. even if those numbers "only count" in combat, why is it displaying any of those 10/10 and 10 regular numbers in campaign at all, if it isn't going to reflect what crew are actually available?  The way that the '?' button has info about the ship's current mounts and hullmods makes it seem like it is the stats for that particular ship. Yet the crew information is just a generic.

Again, in combat it displays the real crew. But in campaign it defaults back to always saying 10/10 and 10 regular (or whatever is default for the ship)
now unable to reproduce it-- if it was ever more than the figment of a disturbed mind. Sorry
I think I know how the confusion comes about:
  • Start from the main screen.
  • Click the Fleet button to open the Fleet screen.
  • Hover the mouse over the question-mark button on a ship to get the "actual" details of that ship.
  • Click the same question-mark button to get the "Codex" details for that ship hull.
So the confusion comes from the very minor difference between hovering over and clicking on a button.

63
Suggestions / Re: Hyperspace storm effect
« on: November 27, 2015, 05:57:45 PM »
It could be a visual error in my end then. Can you give me a screenshot?
Regular deeps are kinda dim, pre- and post-storm they brighten up, actual storms have blue-green flashing going on.  See attachment.

[attachment deleted by admin]

64
Bug Reports & Support / Re: Crew complement numbers in ship info broken?
« on: November 24, 2015, 10:33:15 PM »
Because the Codex uses the same display system as the real-time information in the Fleet window?

[attachment deleted by admin]

65
Suggestions / Re: Sensor customizations
« on: November 24, 2015, 10:19:38 PM »
Any skill has to be good enough to at least make me consider it before I max usual combat and tech stuff. And the above are not. (Leadership in it's current form isn't either, it was worth investing a few points mid-early when it controlled logistics cap)
The exact numbers are up for debate and balancing purposes, but I'm not sure that counts as "Leadership is weak" so much as "Combat/Tech is too strong".

Strategic stat boost weapons are a bad idea imho - they will be no-brainer on non-combat ships, which you never actually deploy.
Until you fight one too many battles, are forced to fight a retreating action, and then are forced to deploy all those "non-combat" ships which now have a hole in their already-minimalist defensive weaponry.

As I specified them, adding a Multiband Optics to a stock Buffalo would change its sensor strength from +1 to +1.5.  This would, in turn, increase your fleet's sensor radius by about 20 units, say about 4% depending on composition.  While it is a boost, I don't think it's an overpowering one.

66
Bug Reports & Support / Re: The Typo Thread
« on: November 24, 2015, 03:01:38 PM »
According to codex, Heavy Machine Gun has double 'ram prevention'. Is it by any chance 'jam prevention'? Or does 'ram' has another meaning I do not know?
It's "double ram" prevention.  The idea being you prevent two cartridges from being rammed into one barrel, which would result in Bad Things happening.

Maybe make it "double-ram prevention"?

67
Suggestions / Re: Minor Broadsword flavor text tweak
« on: November 24, 2015, 02:41:07 PM »
I'm pretty sure the lowercase dual means "pair of" instead of a singular Dual Light MG.
I know that.  I want it formalized.

68
Suggestions / Re: Sensor customizations
« on: November 24, 2015, 02:40:36 PM »
I'd also like to suggest a couple player skills:

  • Coordinated Analysis (Leadership):  Increases fleet sensor strength by 1% per level.  Radar receiver assemblies need to be isolated from their transmitter counterparts.  What better way to isolate them, than by putting them on different ships?  Training operators to work in unison, however, is an art form that even Hegemony admirals find difficult.
  • Mutual Interference (Leadership):  Decreases fleet sensor profile by 1% per level.  Different ships have different sensor profiles - for example, the engine signature of a Wolf-class frigate is vastly different from that of a Hound-class freighter, despite their similar capabilities.  A properly-coordinated fleet can take advantage of these differences to mask individual signatures.

Why Leadership?  Because I think Technology (the other likely choice) is kinda overused at the moment, and Leadership is underused.

69
Suggestions / Minor Broadsword flavor text tweak
« on: November 24, 2015, 01:53:17 PM »
It bothers me that the flavor text for Broadswords talks about their "dual Light Machine Guns", when they carry two LMGs and not one Light Dual Machine Gun.

Can we get that "dual" changed to "pair of"?

70
Suggestions / Re: Enable panning of campaign screen as done in combat.
« on: November 24, 2015, 01:46:15 PM »
Maybe panning should be active only when the game is paused?  Snap the screen back to the player fleet when unpaused.

71
Suggestions / Re: Store access fuel as cargo
« on: November 24, 2015, 04:50:41 AM »
Using cargo spaces for passengers is likewise rather dependent upon how the space is configured. The Atlas, for example, appears to be a massive container ship. If an Atlas always carries a full load of containers even if not all of them are full, then it may well be fairly easily usable as a passenger liner as long as the containers can be provided with a habitable environment, but if it does not, you're looking at a ship that doesn't have enclosed, protected spaces available for conversion - the 'cargo hold' is essentially just an open frame to which the cargo containers can be attached for the journey. A Buffalo, on the other hand, appears to be either a bulk carrier or a general cargo vessel with an enclosed hold; as long as the hold can be sealed enough to be habitable, it should be relatively easy to convert the cargo space for use as (fairly basic) passenger accommodations.
The impression I get from the Atlas and the Buffalo is that they're both of the same general design - a "spine" with a bridge at one end and an engine at the other, with cargo containers attached to the sides.  I get the feeling that they're intended to use the same containers, too.

In the case of the Atlas, you have five rows of five (visible) containers, for (at least) twenty-five containers to a side.  The Buffalo gets only two rows of one.  The graphical differences I chalk up to "scale is deceptive" and "maybe the Buffalo's are welded in place and then painted over".

A better comparison might be to the Hound;  that's definitely got an internal bay, which could be more reasonably converted to pressurized passenger space than a corrugated metal box held on with a "magneto-gravitic coupling".

72
Suggestions / Sensor customizations
« on: November 21, 2015, 05:16:16 PM »
I would like to propose the following:

Hull Mods
  • Stealth Plating:  Reduces the sensor profile of the ship, reduces the ship's combat speed and armor.
  • Accelerated Astro Analyzer:  Increases the ship's sensor strength.

"Weapons"
  • Receiver Array (Small Ballistic, 4 OP):  Increases the ship's sensor strength by +1 (not cumulative with other sensor weapons).
  • Multiband Optics (Small Energy, 3 OP):  Increases the ship's sensor strength by +1 (not cumulative with other sensor weapons).
  • Active Phased Radar (Medium Ballistic, 8 OP):  Increases the ship's sensor strength by +2 (not cumulative with other sensor weapons).
  • Pulsed Lidar Emitter (Medium Energy, 7 OP):  Increases the ship's sensor strength by +2 (not cumulative with other sensor weapons).

Extra bonus points:  Sensor weapons get displayed during combat like regular weapons do.

73
Suggestions / Fighters should have Peak Performance Time
« on: November 21, 2015, 04:47:02 PM »
It annoys me that frigates, destroyers, and now even cruisers have a Peak Performance Time, while fighters - those tiny, underarmored, no-fuel-tank, two-man coffins - don't.

I think they should.  It should be shorter than even frigates, probably in the 60-120 second range.  Being as the Combat Readiness for fighters instead represents the number of replacement hulls available, however, I think what should happen (when it runs out) is that the squadron has to either A) queue up to land on a flight deck (and have its timer reset), or B) retreat.

74
General Discussion / Re: Convicted of having too many friends
« on: November 21, 2015, 04:19:34 PM »
I have to say that I feel the "ties with enemy" investigations trigger too early.  "Welcoming", that is +30 rep, is not where they should be happening.

I also don't like the conceit that you CANnot play "The Great Peacemaker" or "The Great Unifier".

75
General Discussion / Re: Please, make trader missions!
« on: November 21, 2015, 01:18:32 AM »
If the shortage goes on long enough, or is deep enough, then trader missions for even legal goods can get to ridiculous heights.

Pages: 1 ... 3 4 [5] 6 7 8