Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

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 ... 5 6 [7]
General Discussion / Re: So, what do people think of the difficulty?
« on: October 20, 2014, 10:11:21 PM »
My thoughts, unorganized and after maybe four hours of play (completely without combat)...

Something is wrong with the price differential math.  You want to ship e.g. Heavy Industrials from the production center on Jangala (74% overstock, even after exports! 491 units in stock) to Asharu (only 60% of demand met by imports from Jangala, zero in stock)?  Lolnope, Jangala charges 160 per unit (before tariffs!), while Asharu only pays 153 (again, before tariffs).  I thought that the "shipping cartels" would buy and sell at those prices, just that they didn't have to pay tariffs and thus obliterate their profit margins.

I feel tariffs are too high.  20%, instead of the existing 30%.  Then an Industry character skill that reduces tariffs by 1% per point ("Legalese Training"?).  And then you get 1% off per +10 points of reputation.  So a character, absolutely maxed for trading and completely in the faction's pocket, pays zero tariff.

Events seriously screw with the prices.  I managed to make 200k credits and level 10 with my starter Cerberus, basically by shipping food from Jangala to Asharu during food shortages at the latter planet.  The event would kick in, I'd start hauling food and making big bucks, the event would end and eat all the stored food, and the event would start again because of a lack of stored food.

Insufficient price information storage.  I dock somewhere and look at the market, I should get a price update - one that covers every product traded there.  I keep finding myself jumping back and forth between places, going "okay, where was this stuff used again?"

Limited selling.  A market only accepts so many units of goods at a time.  Then it recalculates its prices and (maybe) accepts another batch.  Should help with the "oh, there's a hundred people here paying big bucks for food?  *100K FLOOD*" effect.

I managed to "evade a customs inspection" by flying straight at the planet being patrolled around.  On the one hand, yeah, that's how you do it.  On the other... I had maybe two seconds to realize I was being customs-pinged and stop for it.  -3 rep for not having my hand on the Pause key.  Maybe, when a customs ping comes in, your fleet's burn speed drops to "inspector - 1"?  And you have to click to restore it and run?

...I can't find Tri-Tachyon ships to buy.  Some Wolf-Ds, a couple spots with Shades, some Sunders and Sunder-Ds... one spot with a Medusa(!?)... Tri-Tach doesn't seem to have its own system in the current map, just outposts in various places.  Am I confuzzled?

General Discussion / Re: the measure of a Han Solo ship
« on: September 02, 2014, 08:59:37 PM »
Soo... *throws some fuel on the fire* ... what would the best Boba Fett / Slave I equivalent if I was interested in bounty hunting? (Or is that another thread?)
Oh, Hyperion, definitely.  One-man crew, ridiculous speed and armament, don't care about anything else.

Blog Posts / Re: Let Me Draw You A Starsector Ship, Part 1
« on: May 17, 2014, 11:17:10 AM »

I'd like to suggest an idea or two:

  • The "original" ship is a high-maneuverability utility vessel - four multithruster engine pods at the corners of an open frame, with a central crew/bridge pod.  The frame lets you attach whatever, wherever, and as such is rife with modding opportunities.  In concert with that, I think the flight deck should not have the rear hangar - let it extend over the starboard-rear engine pod just like it extends over the starboard-fore pod.  Instead, put a bit of overhang from the center bridge - craft get shoved sideways out into the middle of the flight deck, then fly forwards or rearwards as need be.
  • I don't much like the idea of putting a full flight deck on a ship as small as a frigate.  Two small weapon mounts means this thing's got almost as much offensive capacity as a Condor.  I think taking a cue from the Terminator Drone system is a better idea - let the ship have a system that maintains a couple Mining Pods, or possibly mini-Mining Pods that carry Swarmers or something.

The thing that *** me off the most was that, if you did a good tactical job and didn't actually lose your ships, eventually they'd be useless because they'd run out of power for their guns.  And there's no refuelling tanker or whatever - you're stuck with getting the ship destroyed and building a new one.

Suggestions / Re: Fighters, Carriers, and Schematics
« on: March 31, 2013, 01:22:41 AM »
To be honest, I don't really see the benefit either... but how about this:

The schematic for the fighter squadron only includes fighter-specific stuff, like hull, engines, cockpit, shields, and so forth.  The weapons have to be supplied.  So rather than "ship parts", if you wanted to build a squadron of e.g. Broadswords, you'd have to have six Light Machine Guns and three Swarmer SRMs in your holds - in addition to a certain amount of Supplies.  Repairing a damaged squadron does not demand weapons - we'll handwave that as "he manages to limp back to base".

Admittedly, this just shifts the parts burden from common Supplies to uncommon weaponry.

My personal favorite setup for an Eagle is a "sniper" loadout:
  • 1x Heavy Mauler in center mount
  • 2x Hypervelocity Driver in left/right mounts
  • 4x IR Pulse Laser in "broadside" energy mounts (the ones on the sides facing outwards and forwards)
  • 4x LR PD Laser in other energy mounts (the centerline ones and the rear ones)
For hullmods, Integrated Targeting Unit/Dedicated Targeting Core + Expanded Magazines are essential;  I tend to max out on vents before adding in other stuff.  I find that HVD's and Maulers pair very well together;  same range, similar fire rates, and the HVDs also have the EMP effect for when they're hitting armor.

The Enforcer can mount the HVD/Mauler combo too, but its low speed and lesser flux capability mean it's easier for enemies to swarm the unfortunate vessel.

Bug Reports & Support / Advanced Combat Tutorial bypass glitches
« on: November 24, 2012, 01:38:16 PM »
A few bypass glitches that I triggered by playing the Advanced Combat Tutorial "wrong"...

1) Killing the Enforcer at the beginning, before clicking through any messages, causes a "Fatal:  null" crash when you do click your way up to the "knock down its shields" message.
99124 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
   at com.fs.starfarer.tutorial.OoOO$2.super(Unknown Source)
   at com.fs.starfarer.tutorial.D.advance(Unknown Source)
   at com.fs.starfarer.title.C.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.OOoO.???000(Unknown Source)
   at Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)

2) Getting yourself killed during the first "kill the Enforcer using these weapons" segment ends the tutorial prematurely without a message.  Something about "use the weapons, pinhead, not ramming" might be appropriate before kicking the player back to the menu. :P

3) During the second "disable the Enforcer's systems" segment, if you're precise, you can complete it using the Assault Chainguns (which I consider to not be a glitch).  If you're not precise, you kill the Enforcer... and stop the tutorial from progressing.

4) The Wolf that provides beam fire doesn't despawn after its segment, and is close enough to the nebula to be detectable at the start of that segment.  Moving towards it allows it to shoot at you - and if you're extremely silly about it, get killed by it.

5) Instead of flying through the nebula, you can fly around it.  The next message will trigger as soon as you're level with the nebula's top edge.  I'd suggest simply making the test nebula wider - anybody who flies around it probably already understands nebula effects. :P

Just thought I'd mention that DESTROYING (not just disabling) the enemy ship during the first "give your weapons a try" segment makes it impossible to progress the tutorial past the "target with R" prompt, for the obvious reason that there's nothing to target. :P

General Discussion / Re: Look and feel of space craft
« on: October 13, 2012, 06:02:44 PM »
i am creating some spaceship and got something in doubt about the look and feel.
Want to know how people think on the following design that I have doubt.

I don't intent to debate or find out which is better than which, but just to see how others see the design in their eyes:)

1) why would a space fighter need wings?
does it serve any other purpose that makes wing something good to have to compensate the shortcoming of fragile and larger target for enemy?

i understand some extension is needed for weapon loadout and placement, but the larger than needed design as if it's able to fly in atmosphere confuse me.
A space fighter such as a Starfury might mount its engines on a winglike extension, in order to get more lever moment and thus more maneuverability.  Or an X-wing might mount its weapons outboards to provide greater fields of fire - compared to a central-mounted cluster of guns, a target might not be hit by all of the cannons, but it's much more likely to be hit by at least one of them.

Making a strictly extraatmospheric craft look sleek would simply be a bonus.  ;)

2) does a seriously asymmetrical spacecraft really work? if it do, what are the odd that it actually serve some sort of practical purpose?
It could work, depending on the intended purpose.  "Form follows function", not the other way around.

3) is it logical and feasible to allow a capital battleship to have many thin layer structures, or double/triple body joint by bridge structure? won't that make it an obvious weakspot?
...I'm not entirely clear on what you mean by this.

Suggestions / Cargo/Crew/Fuel Capacity Mods
« on: August 09, 2012, 01:45:40 AM »
I'd like to see hullmods that increase cargo, fuel, or crew capacity.

Not sure whether they should be percentage-based or flat.

These would give options for less-than-fully-combat-oriented ship variants, though I imagine fitting e.g. a Condor with a cargo hullmod shouldn't bring it that much closer to a Tarsus's cargo capacity.

General Discussion / Re: Some AI things in .53a and a few balance issues
« on: August 09, 2012, 01:32:20 AM »
Light Machine Gun VS Duel Light Machine Gun
Ordinance Points:  3 VS 6

Damage per second:  156  VS  208

Flux per second:  19 VS 25

Shots per minute:  375 VS 500

Ammo:  1000 VS 1000

Range:  300 VS 300

That's a huge discrepancy between power and cost.  It costs twice as much for not even a 25% benefit.

There's also another issue, lore related:

"Any weapon that fires over 1200 rounds per minute is called a light machine gun"

The fire rate is 350, even if you count the Ammo Feeder, that's still only 700 which is short.
... (375-500)/375 = -0.33.  The Dual fires 33% faster than the single.  Or the single fires 25% slower than the Dual.  As to the lore problem... how many flight simulators out there actually simulate each and every bullet fired by e.g. a Hurricane Mk. IIB (12 x 0.303 Browning MGs at a rated 1150 rounds/minute each)?

Add in a medium sized Swarmer PD Launcher.

Add in a 'Regular' Mauler to fill the role of a small sized long range explosive launcher.

Add in a 'Standard' Blaster to act as a middleman between the fast firing IR pulse and the very slow firing AM blaster.

Add in a Reaper Missile Rack like the Atropos has.

Add an Ion Blaster for the medium slot that acts as a medium EMP weapon.

Add in a Small and Large Pilum Launcher. 

Add in a Medium beam PD to give more variety next to the Burst PD.

Add in a Medium 'Heavy Mortar' that fills the role of cheap low range explosive damage.

Add in a Large kinetic missile launcher.

Add in a Large Annihilator missile launcher.

Add in a Large short ranged Explosive/Kinetic weapons that are very cheap or flux efficient.

Add in a Medium and Large Atropos Launcher.
  • I rather like the idea of a medium Swarmer launcher - but I think the missiles would start having to pick multiple targets at launch, or be wasteful.
  • "Small" Blaster:  No.  I don't think there needs to be an increment of that type.
  • "Standard" Mauler:  Mmm... no.  Not every slot has to have a weapon to serve every purpose.
  • Reaper Missile Rack:  No.  Single Reaper has the same potential damage as Atropos Rack and more than Harpoon Rack (before considering upgrades).  So it'd have to be a medium weapon - and for that you've got the Cyclone Reaper.
  • Heavy Ion Cannon:  I get the feeling that the "Interdictor Beam" might just become this.
  • Small/Large Pilum Launcher:  Mmm... no.  Everything you'd put Smalls on is supposed to get up close and personal anyways, and Large has the Hurricane MIRV.
  • Medium beam PD:  You're thinking a continuous beam weapon, like a large version of the standard PD lasers?  I have trouble imagining that they'd be able to track fast enough if scaled up.
  • Medium Mortar:  I think the Assault Chaingun is close enough to suit.
  • Large Sabot Launcher:  Maybe.  Large Missile is kind of sparse.
  • Large Annihilator:  What does this do that the Typhoon launcher doesn't, besides filling up space with lots of projectiles?
  • Large short-range Explosive/Kinetic weapons:  I assume you mean "ballistic".  Nah - anything with Large slots is gonna be too slow to take advantage of it.
  • Medium/Large Atropos launchers:  I like the idea of a Medium Atropos.  Large gets me wondering "how'd you get so many 'rare' torpedoes to play with?".

General Discussion / Re: Predator or Prey
« on: August 09, 2012, 12:33:05 AM »
I call shenanigans.
The Hound got mirrored, I assume deliberately.

Pages: 1 ... 5 6 [7]