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Messages - Aereto

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256
General Discussion / Re: a.i. aggresiveness?
« on: May 03, 2014, 02:09:02 PM »
Those fighters and bombers harass the ship into focusing into them, be it under Intercept or Engage orders. The crews would have to fight their way into the target if any enemy unit is in the way. At the time I was doing my video recording, I let the AI take control to see how they behave, especially when I bring a sizable fleet there. I'm just there giving objectives and let the subordinates do the planning.

257
General Discussion / Re: CR/supply usage spreadsheet
« on: May 03, 2014, 02:03:23 PM »
As there is a long interval between updates considered, that list won't be updated for a while until then.  :P

258
Suggestions / Re: Return of Surrender Mechanics
« on: April 30, 2014, 09:34:17 PM »
Why are there men in fighters and bombers? Because that way EM frequency jammers can't block the source signal and disable them, or other electronic warfare that allow you to take control of the enemy's drone as is done these days?
ECM tech is one of those things that made manned small vessels a necessity. Don't want a high-tech pirate fleet disabling unmanned fighters from a distance, hm?

On the side-note, an Onslaught-class capital would have problems firing its weapons when flanked by emp-armed ships.

259
General Discussion / Re: List of useful threads
« on: April 30, 2014, 09:20:39 PM »
Yeah, I need to get around to actually updating it.

Eventually.

>_<
I have all the time to wait. Not so sure about the others. Besides, there's updates here and there.

On the other hand, the new players who are more statistically keen than I may sing the song we may already have heard before. I focused on particular stats that I use on fleet planning, just to help you see my level of statistical observance. (balance of supply capacity/expense, CR recovery rate, and burn speed)

260
Suggestions / Re: Unlockable Codex Entries
« on: April 30, 2014, 09:15:59 PM »
I was going to post a huge point-by-point analysis and rebut your points, but there was no save function on the forum so I lost it :(
Maybe sometime soon I'll be inspired enough to write it again :P
Oh well... this feels like a point-counterpoint manuscript between two parties. Just bringing that up here...  :-\

261
Suggestions / Re: Return of Surrender Mechanics
« on: April 26, 2014, 10:29:29 AM »
Boarding a ship by force and boarding a surrendering ship treated as two different scenarios by the mechanics. At least I don't have to see my shuttles blown to bits by each possible boarding scenario... then again, a surrendering ship even has its own dead man's switch. Boarding a surrendering ship only to find it rigged to explode? That has to hurt, unless the ship can scan and detect before boarding.

I must be overthinking, perhaps?   ???

262
General Discussion / Re: The Care and Feeding of Carrier Groups
« on: April 26, 2014, 10:05:14 AM »
While using a carrier fleet is something I am not yet used to, the suggestions are worth considering.

263
General Discussion / Re: Officers and ship class
« on: April 22, 2014, 02:31:17 PM »
Spoiler
+20%  Damage, Ordnance expert
vs
-10%  Hull and Armor, Damage control

+100% damage to armor
+25% damage to shields,  target anyalsis
vs
+100% armor strength, Evasive action

+25% rate of fire, Gunnery Optics
vs
+20% armor, construction
+10% hull, Mechanical Enginnering

Missile damage skill
vs
more damage on pd guns

so over all, damage skills always have an edge small or large over defensive.

Ex, to make it even with Ordance Expert and Damage Control,
+20% damage
vs
+40% armor and hull

[close]
Appreciate it for putting that to perspective.

264
Suggestions / Re: Weapon Flux Limiter
« on: April 21, 2014, 01:07:32 PM »
With the sounds and then flashes It would be too much information.

It is already hard to see if your weapon or engine is disabled, then you get yellow flashes and sound buzzing, its almost too much information.

How about something simple like the bar for flux changes hues from green, to yellow, to red?
The hue change helps visual-intensive players, but there are times when people don't pay attention to their HUD in the heat of battle. Sound would do, but it is the pitch and loudness that is most concerning. Soft, high-pitched beeps may work (such one used in the Halo series), though the perceptive are more likely to catch on to the warning.

265
Suggestions / Re: Unlockable Codex Entries
« on: April 21, 2014, 12:53:18 PM »
Metroidude has the most convincing counterpoint I have seen.

And to add, a spacefaring captain would need to have the codex by default, where pirates, military, and mercenaries alike come with baseline data necessary to deal with, especially if a ship belonging to a faction falls to the wrong hands (or hands prepared to put their knuckles upon your face). Hull and weapon profiles one can recognize become a significant factor for freighters, escorts, military, and raiders when gauging opposition.

266
General Discussion / Re: List of useful threads
« on: April 21, 2014, 12:32:25 PM »
I fear that the CR/supply usage thread is not up-to-date with the current version. That, or I have not seen a table/spreadsheet containing this version's data linked from here.

267
Announcements / Re: Welcome to the Forum
« on: April 21, 2014, 12:13:32 PM »
Now that I am getting used to this place, I may as well introduce appropriately.

My name is Aereto, and have joined the forums because the game is quite promising enough to pre-order. (And actually able to send payment via mail, which helps with someone who does not use bank or online accounts like myself.) While my appearances are random at best, this is one game to support that I don't feel regretting.

I will focus on playing the game without mods, so I could feel the game as updates go by. And probably record videos for reference or something for potential players to see.

268
Discussions / Re: This looks familiar
« on: April 21, 2014, 11:42:35 AM »
I would be curious when it comes to system requirements. I can't play it if it demands too much of what my laptop/desktop can do.

269
Discussions / This Game Theorists' episode had me pondering...
« on: April 21, 2014, 10:42:42 AM »
Here's the link for reference:



I gave thoughts on how to contribute and show the game. As what was stated in 3:56, people "don't know what they want until you show it to them." Then there's a theory on trends and how things go into public awareness...

While I could ramble through the thread, I need your say in this.

At the moment, I am seeking to upload recorded videos while playing the game, trying to find out how to record and etc. Quite early, I feel, but I stick to playing vanilla to get the feel of the gameplay as it grows in updates.

270
General Discussion / Re: Holy Crap! Supplies are so expensive! o.O
« on: April 20, 2014, 05:24:23 PM »
At peak CR, a ship only consumes 10% of it's supplies per day. It still has it's full impact on Logistics, though.

Don't recall where to find that out.
I find the Supplies/day (aptly named Logistics) stat in the ship to be the determining factor for a crewless ship to occupy logistics space. Marines consume more logistics and supplies than crew, but I'll leave the figuring out of ratios to the others. I said what I need to say.

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