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Messages - Embolism

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346
General Discussion / Re: Odyssey looks quite unique
« on: May 02, 2017, 09:07:21 AM »
Given the Prometheus has a small drone bay on its sprite I hope it will keep them as a built-in wing. The question is what drones to use... neither Borers nor Miners seem right, and Wasps are a bit too advanced. Making it a full flight deck can work, though with the tiny drone bay sprite seems a bit odd.

Replacement system would probably be something boring like flares, I guess.

347
General Discussion / Re: Odyssey looks quite unique
« on: May 01, 2017, 08:19:02 PM »
Part of the convo leading up to this post. Alex mentioned the Apogee as the only ship with system drones left (and also says they're not needed when asked if they'll become LPCs), but seems to have forgotten about the poor Prometheus.

In any case when you think about it, keeping system-based PD drones only on the Prometheus (a non-combat ship) doesn't make sense when other ships with built-in drones either got new systems or have their drones turned into built-in wings (Tempest, Shepherd).

It's an issue of consistency and the "strangeness" of having a completely unique system (no other system works like this now) that isn't all that special on a not-very-special ship, if you know what I mean. Since we know about the old drone systems we won't think the Prometheus is special, but a new player will wonder why it has its own system mechanic for something that other ships also have, but do completely differently.

348
Suggestions / Re: Making the Combat skills a little more important
« on: May 01, 2017, 07:07:00 PM »
A better way to do this is to give every "piloted ship only" skill at least one fleet-wide effect (that will be on top of its pilot effects, not like Combat Endurance 2 where there's only a fleet effect and making that level wasted on officers), preferably all at level 3. This allows you to buff these skills without affecting officer balance.

A quick and dirty way to do this would be, for example, merging Fighter Doctrine into Carrier Command, so Carrier Command becomes:

Level 1: -25% fighter crew losses on piloted carrier, -12.5% fighter crew losses on all carriers in the fleet (player only)
Level 2: -25% fighter damage taken on piloted carrier, -12.5% fighter damage taken on all carriers in the fleet (player only)
Level 3 +25% faster fighter replacements on piloted carrier, +12.5% faster fighter replacements on all carriers in the fleet (player only)

This is just an example obviously.

349
General Discussion / Re: Odyssey looks quite unique
« on: May 01, 2017, 07:01:06 PM »
Well the Prometheus needs a new system anyway, it's still using drones.

Nothing wrong with drones.

They're not supposed to exist anymore as ship systems. If it wants to keep drones it should get a built-in wing (of something other than the old LMG/PDL drones, since these aren't supposed to exist anymore according to Alex) and get another ship system.

350
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: May 01, 2017, 06:55:36 PM »
Despite the League being specifically formed to resist the Hegemony we really know nothing about how they've antagonised the Hegemony other than a suggestion that they've assisted Andrada in maintaining Sindrian independence (we know more about their conflicts with the Luddic Church than the Hegemony). As it is the League feels like a polity like any other instead of a federation of independent states, with most of the lore being about how they've consolidated their power (or Kazeron's power?), and some of the member states don't have any lore about their culture, politics, motivations for joining the League, etc.

From what I can gather, the independent polities of the League are:


Kazeron: a stratocracy, probably not dissimilar to Sindria except without a sole dictator. The few military exploits of the League we know of seem to be more properly Kazeron's exploits, e.g. Mazalot and Isirah. Not counting Mazalot's exiled regime, this is the only League polity that has a permanent presence in more than one system (Laicaille habitat). There's also the independent world of Eldfell in Thule which we know nothing of: given Kazeron's militancy there must be something going on here.


Mazalot: an unstable polity prone to regime changes, in part because of a large Luddic population. Despite being the largest or second largest League population, Mazalot seems more like a client state than an equal partner in the League; with little power even in its own system seeing how Yesod is handled.


Salamanca: I'm surprised this is a League world instead of an Independent or Pirate world - a backwater industrial planet taken over by a corrupt/criminal ex-Mazalot government. I guess the League really doesn't care about domestic politics and will take anyone that will swear fealty. The question is what the Salamancan government gains from re-applying for League membership after their exile: there's an equally large Pirate world in the same system, so it doesn't seem like they're under threat from the Hegemony.


Mairaath: the tragic story of the enlightened brought low by ignorance and mindless hate. I always wanted to know: what was the canonical end to The Last Hurrah? In the end it probably doesn't matter, as even if the Mayasurian fleet won the day the Hegemony will send more, and eventually they will be overcome. I'd like to think that the Mayasurians prevailed that day, and with that unexpected victory were able to secure League membership and spare their broken world from Hegemony eradication.


The Westernesse League: a mini-league consisting of Fikenhild, Athulf and Suddene. Other than Fikenhild being the system representative we know almost nothing about the individual polities. There's also the independent world of Ailmar that again we know nothing about, although there must be some background as to why it isn't part of Westernesse's mini-league.


Madiera: again we know nothing about this polity. Presumably Cibola is ruled by Madiera rather than an independent polity in itself.


Olinadu: we know they joined the League to protect themselves from the Luddics. Abundant volatiles aside, the League probably sees it mostly as a buffer-state against the Church.

351
General Discussion / Re: Odyssey looks quite unique
« on: May 01, 2017, 05:44:27 PM »
Well the Prometheus needs a new system anyway, it's still using drones.

352
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 30, 2017, 07:01:37 AM »
Perhaps the way to balance Combat skills without completely separating player from officer skills is to give then some minor-moderate fleet-wide buffs that only apply if the player has them. These fleet buffs, when they appear, should always be paired with a piloted ship buff (which is balanced on its own merit without taking the fleet-wide buff into consideration) so that the level doesn't become a wasted level for officers (see: Combat Endurance level 2).

Obviously these fleet-wide buffs would, overall, be less effective than proper fleet skills, but it should help balance them for the player without making officers overpowered or forcing a skill split.

On a related note, if the above is done then Fighter Doctrine and Carrier Command should be merged. In fact this might be a quick and dirty way to balance things: by giving piloted ship effects an extra percentage bonus to all ships in the fleet when the player has them, on top of any officer bonuses from the same skill (also serves to nerf this double whammy fighter domination handily, I think).

353
General Discussion / Re: Odyssey looks quite unique
« on: April 30, 2017, 06:45:09 AM »
3x Tachyon burst with HEF overwhelms most smaller ships quite handily even without hard flux weaponry. Plus the Odyssey can mount Sabots (also Longbows) for the few ships it can't overwhelm with Tachyons.

I don't think it's necessary to give the Odyssey built-in wings over an extra flight deck, as long as it also gets extra OP to support said flight deck.

354
Remembering I'd seen this thread, I grabbed a Hammerhead I saw for sale.

Why can I only spec him out comparable to your first "D" class spec? (ie with only 1 point remaining for flux)? It's not a "D class". I'm pretty new so maybe I'm missing something?

D-classes don't necessarily have less OP than normal (in fact generated D-classes never do, only a few premade D-class hulls have less OP than normal).

Also the only explosive damage your Hammerhead has are its two Reapers.

355
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: April 27, 2017, 05:04:04 PM »
Speaking of Mission Lore, a touch I really liked is how Independent and Hegemony captains are often named whereas Tri-Tachyon fleet executives never are. Kind of emphasises the cold and faceless nature of TT and how individuality is squashed in favour of conformity to the Corporate Charter.

I wonder if characters from Missions will show up in the Sandbox. I hope so if story missions in the vein of the Tutorial becomes a thing.

356
If Buffalo Mk.II gets a shield then there'll be even less reason for front shield generator to exist. I think it's fine as it is defense-wise.

As it is it's kind of a hobo-missile boat which makes its fragility somewhat okay. Giving it Fast Missile Racks might help refine it's role more, but given it's first and foremost a hobo-ship I don't think Alex would want it to have a "proper" role.

Only thing I really want for Buffalo Mk.II is an art update so it matches the new-ish Buffalo sprite. It's still based on the old Buffalo.  ;)

357
I mean in the market screen while physically docked at Asher. The Market Conditions at the top right doesn't have the 10^4 icon all markets have in their trade screens.

Also when Pathers demand a tithe from you the amount shows as something like $Entity_LP_tithe.

358
The map says it's a size 4 market but there's no indicator in its market conditions.

359
General Discussion / Re: Talon balance
« on: April 24, 2017, 09:50:49 AM »
Honestly I think the Talon's sprite is still too small to carry both a Vulcan and a stock of missiles, when you compare it to how undergunned most other larger fighters are comparatively. But I like the idea of a small, speedy, fragile interceptor as it is, so...

360
Suggestions / Re: stat point allocation for the skill trees
« on: April 24, 2017, 09:45:40 AM »
Aptitudes used to be that way, where they gave bonuses for the level they were - like how the Combat aptitude used to increase the maximum Combat Readiness of all ships.  Not quite sure why that kind of stuff was removed though.

Because Alex thought it might spawn balance complaints about the attributes themselves rather than the skills they contain.

I don't think this is really an issue though. There were at most minor complaints about them when they did have bonuses, and as it is they feel very unsatisfying: like you're paying a gatekeeper to get at the juicy stuff. There needs to at least be an illusion you're actually gaining aptitude, rather than just paying a tax.

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