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Messages - Linnis

Pages: 1 [2] 3 4 ... 68
16
General Discussion / Re: Why is there flux instead of power or something?
« on: October 26, 2022, 04:28:25 PM »
I'd imagine people aint using chemical propelled munitions anymore. So instead of using stored chemical energy, energy from ship itself is poured into a medium that can propells the munition. Maybe some kind of strange plasma that becomes statble untill its conditions cange under a trigger.

Kind of like a mix of railgun and gunpower tech. So the word "propellants" in universe also changes meaning as no one uses chemical energy anymore, and it just refers to whatever this energy medium is.

17
Suggestions / Re: Reduce friendly collision damage
« on: October 22, 2022, 11:21:04 PM »
Sorry to semi-necro, but I have recently come across this problem as well playing with lots of frigates and cap ships together.

It seems when collision happens, the damage done to the ship is something like: (collision speed TIMES other ship's mass)

It means when a tiny frigate runs into a slow moving frigate, it receives barely any damage, but when it runs into a slow moving cap ship, it will basically either overload on shields or just blow up on hull.

Think collision damage should be capped based on the smaller side would be a way to solve the problem, so a frigate running into anything would receive the same damage, while two cap ships still will damage each other alot.

18
Suggestions / Re: Enemy auto-retreat needs some work
« on: October 13, 2022, 05:46:40 PM »
The only thing that ensures physical consistency with the actual combat gameplay is the combat gameplay itself.
Accordingly, if this is desired, my suggestion is: don't allow enemy to auto-tele-retreat at all, instead let the player End Combat if they don't think it's worth trying to catch the ships.

Also make end combat not in ESC menu. Should have a glowing yellow text like the retreat button telling you to hit a bitton to end combat.

19
General Discussion / Re: anyone else despise the buoy mechanics?
« on: October 02, 2022, 02:19:03 PM »
I too love when the game let you camp in a corner and cheese the AI /s

Is it cheesing when its one of the least time efficient way of playing the game?

20
Suggestions / Re: uniquifying fleets within factions
« on: August 23, 2022, 02:04:15 AM »
I always thought this was a planned thing, and the updates so far have been kind of leading to this.

21
General Discussion / Re: Wasted torpedoes by AI, how to prevent
« on: August 21, 2022, 12:04:56 PM »
I mean, at this point its just a dagger bomber that occasionally falls asleep...

22
General Discussion / Re: Asteroid Collision
« on: August 19, 2022, 11:43:07 AM »
A mechanic that hasn't really been utilized really. You cant chase a fleet into a field and expect them to collide and catch them, its just slight annoyance only.

23
Suggestions / Re: Monitoring System
« on: July 13, 2022, 07:34:41 PM »
For this Monitoring, I hope there is a visual system that show how many enemy weapons systems a ship is currently within range of. I would say that is the primary identification of how under-threat a ship is. HULL/ARMOR/FLUX bars are not as important as even cruisers can die within second from full health if they get surrounded or left alone.

24
Suggestions / Re: untrue harassment mechanic
« on: May 22, 2022, 10:54:34 PM »
Couldn't this be fixed with an easy extra step in the engagement interaction window?

A player always gets to choose if they want to engage with the station. If not, then it asks the if the AI fleet would engage without aid of the station.

 If both answers are NO, then nothing happens and the encounter ends.

If Yes, then normal station fight.

If No, then Yes. Then normal fight without station.

25
Suggestions / Re: Make combat moddable and not hardcoded.
« on: May 05, 2022, 12:18:07 PM »
Fleet setup should be a thing in vanilla. Its just so annoying that myships get assigned to a place semi randomly and when a igroup them via escort command they start bumping into each other.

Think that's because the audience with low spec computers we are catering to can't have big battles. When people with better computers try to have more larger battles alot of problems occurs.

26
Suggestions / Re: Buff Capacitors
« on: May 05, 2022, 12:15:27 PM »
Think there should be a tutorial guy telling the player: "don't use all weapons slots, and it's optimal to only put enough vent to match weapons cost and more capticitor there are on a ship, the better they will behave."

27
Discussions / Re: Highfleet... ugh
« on: April 29, 2022, 11:55:24 AM »
The art is very high class and makes the game feel much more immersive than SS. The gameplay effects are also much better.

Gameplay wise SS is so much better it's not really comparable.

28
Suggestions / Re: Little bit random stats of ships
« on: April 26, 2022, 03:47:49 PM »
D-mods kind of do this already.

Do you want MORE randomization like diablo kind of games?

29
With the sensor ghosts and everything this is starting to match warhammer 40k's lore pretty well.

Hyperspace network collapsing, AI-human war, groups of human cut off from each other. Hyperspace becoming more and more turbulent and "spooky".

All thats missing is some aliens and almost perfect match.

30
Suggestions / Re: On importance of ship squadrons
« on: April 18, 2022, 12:54:16 PM »
You guys want the AI to have some real sentience *** going on.

The AI is part of the difficulty, learn to wrangle it into submission.

The only complaint is that some orders on the tactical map is context driven and picks *** for you.

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