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 - Aereto

Pages: 1 2 3 [4] 5 6 ... 19
46
General Discussion / Re: Questions about Cores
« on: May 13, 2020, 03:26:52 AM »
The AI inspection fleets are a.) only about once a cycle and b.) easily bribe-able. I never worry about them, except maybe when I just started a colony and am not flush with cash. A colony heavily using AI cores will (depending on the colony) make 200-300k a month, so even if you do pay 600k-1M credits once a year, it's still coming out ahead by a wide margin. Alternatively, wipe out the Hegemony... :P

That is a matter of IF I establish colonies then focus on building for high profits before spreading AI. I take out the Hegemony, usually, especially if I side with the Persean League early and befriend Pirates and Pathers. Though I prefer doing it independent so I can take my time stealthily raiding colonies for blueprints before wiping them out using their own designs.

Especially Persean, Tri-Tach, and Sindrian colonies. Their expeditionary raid fleets are a nuisance even if my system can wipe them, so them going hostile is inevitable once I have my fill of exploration.

47
General Discussion / Re: Increasing rep with Pirates
« on: May 13, 2020, 03:14:29 AM »
No mods here, I just farmed survey missions with both factions until they didn't completely hate me. And then one day, as if out of the blue, they began hating me again.

That is an extremely unusual circumstance, since that never happens in my runs, and I tend to have Pirates and Pathers on inhospitable before I set up colonies (especially Pirates). Hegemony attacks on pirate convoys do not affect player.

Factions going immediately hostile only happens if fleets attack with transponders on.

48
General Discussion / Re: Questions about Cores
« on: May 12, 2020, 08:27:48 AM »
I may be writing something stupid (never played anything but Hegemony commission), but cores on industries (farm/mine/forges) do not bother the glorious Domain restorer in the slightest.

Have never tried AI governor by fear that it will be the trigger (iron mode, don't want to get them hostile when i have worlds in their systems ready to get nuked).
As someone who embraces AI use, industries with AI cores will provoke Hegemony AI Inspectors, even with a Gamma AI. AI governor? Still yes. Inspector fleets have a long time before checks, so what may work... may backfire. The AI Core in a Star Fortress may still attract Inspection, as I have used them for resource sparing purposes with just a Gamma Core. Even with just one Gamma Core on a non-industry, a fleet still comes in with enough time. Like several game months.

49
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.15a
« on: May 10, 2020, 09:59:55 PM »
Thanks a tonne for this mod, adding nice variety to every game, had to send a little support. So many nice additions and ships, the Legio, especially The Great Houses and what little Rosenritter related things I find. I always go to Lethia and give them Alpha Cores(despite them not doing anything with them) and a Pristine Nanoforge. For some reason I always hope they'll rise again or send rogue expeditionary forces into the sector to spice things up and give some early limited access to their salvage

Kassadar and Lethia are so interesting that i always colonize some planets in the middle of the trip and give them to factions i have good relations with or to the Independents. That way i actually have several fuel stops to reach Lethia.

As for the Alpha Core thing (you could use Dev Mode and put them yourself on their Heavy Industry.) Getting pristine Ristrezas and Nibelungs is always great!
The Metafalica is a unique start ship for those who want to be Independent-aligned. A battleship with interesting abilities at the expense of being expensive to maintain, capable of swapping shot types for its built-in gun types, and its armor gets stronger with high flux. Smaller than the Nibelung, but larger and tankier than Phoca.

Kassadar is not its own faction due to deterioration and overpopulation hampering its influence and power in part of the Collapse.

50
General Discussion / Re: how to support independent?
« on: May 10, 2020, 07:38:00 PM »
thats an good idea
I need more sniffers :)
1 Sniffer at a time, unless you are ready to have the sniffers exposed and provoke factions you don't want to mess with yet.

51
General Discussion / Re: Increasing rep with Pirates
« on: May 10, 2020, 07:23:45 PM »
The most accessible method of building Pirate rep are missions, but exploration-based missions give the most turn out with the lowest risk (5 per mission), needing only fuel and supplies for the long haul.

For the safest possible method for doing such a plan, based on personal experience, is placing only 1 comm sniffer in a system where pirate missions are most likely to appear. Less stable Pirate colonies with constant shortages produce more missions than others, but other factions in the same system factor into the odds. Only 1 sniffer ensures it won't get scrubbed and provoke the faction owning the relay.

As for the fleet configurations, it would be more befitting a smuggler/explorer:

2 Hound/Cerberus w/ Safety Overrides, Unstable Injector, Efficiency Overhaul, and Solar Shielding - Hound is the fastest smuggling frigate unmodded, can outfly anything but the fastest of interceptors. Cerberus is if you want a bit more storage and want to match speed with a Dram with speed related hullmods. Shielded Cargo Holds significantly increase odds of black market goods not getting pinged by patrols.
Dram w/ Safety Overrides, Unstable Injector, Militarized Subsystems, and Efficiency Overhaul - most fuel range while able to provide burn speed to match with the mentioned frigate freighters.

The extra ships are on you, but this fleet setup allows outrunning from a lot of Pirate fleets without rep penalties for fighting back.

52
Suggestions / Re: Localized relationships
« on: May 10, 2020, 12:00:04 AM »
I gave it a good amount of thought about this suggestion. Localized Relationships would help me answer the question of why I see independent smugglers flying into colonies with their transponders off and the patrols aren't tagging them.

And also, I have taken note of having personal relation gauges that seem to be left unused, especially when any gains on that bar after helping a fleet in distress or a station quartermaster have no impact and just disappears after leaving. Even turning in AI cores increases personal relations, so how it could be used is something to think over. That personal rep gauge could be used to represent localized system reputation based on which faction the player's actions are supporting.

It's something I've been half-thinking about, in the same context. Definitely no promises; there's a major piece of this that I'd like to see in action before deciding whether it "works" and/or is worth expanding on.

The UI stuff is indeed a major concern; this really goes hand-in-hand with the increased nuance - or, one might say, complexity. I guess it's the "if you're selling, it's a violin, if you're buying, it's a fiddle" thing :)

I wonder if it could work if you were nominally hostile - i.e. same as now - but the patrols just didn't hassle you if the patrol commander or the local military commander were friendly. That wouldn't capture the "you're only *hostile* locally" case, which is more involved, though - it's more important to be warned of unexpected hostility via the UI than it is of unexpected non-hostility.

UI nuances, I could just suggest using the sector chart and coloring the colonized star system names based on the highest local faction relationship's color. The tooltip shows the star system detail, so could just add another section showing the faction the player has the highest local reputation. Instead of the -100/100 scale, it is 0/100, starting at 0 as neutral to 100 as cooperative or famous. As for the detailed local relationships, it would be better done in the star system info page, as a system rep tab to show each faction relation. Only factions (except Pirates) with a permanent location can accumulate local reputation. For practical reasons and easy on the dev work to be done, the local factions in the system will only recognize the player's highest local faction rep, so being a local hero has it perks of getting away with smuggling or quietly raiding, since authorities may dismiss those activities as slanderous rumors. It does have a drawback if there are factions that are hostile to each other and have locations in the same system. Unless the player is a local hero to Independents or other non-hostile faction, it can give the opposing faction any reason to treat the player like a Pirate.

This also discourages frequently getting caught using the black market in the same system (Especially Naraka and the frequently cheap fuel prices), or stealthily raiding planets too frequently to the point the local patrols should be scanning for the one fleet that keeps blowing up their station and taking their goods. These actions would raise local reputation with Pirates, but not increase the faction reputation with Pirates, and being more Pirate-aligned means Pirate fleets are more likely to ignore you during their raid by talking to the comms (and chance of recognizing your local notoriety) while lawful patrols are more likely to scan more thoroughly and find contraband or suspicious cargo despite shielded cargo holds, or just outright engage if Pirate alignment is too high for being a serious local threat like actively attacking ships and ports.

Hunting pirate fleets in a faction-dominant system will raise local reputation to the faction owning the system, while helping a fleet under attack and succeeding raises local rep of the fleet's faction IF the faction has a colony or station in that system. If the local faction is high enough, local patrols are more likely to look the other way and pretend your illegal and suspicious cargo are just regular cargo and left be without reporting or destroying them, and takes more to raise black market suspicion for faction reputation hits, or reduce rep loss if said cargo is tagged. In a Pirate activity/raid event, reputation changes are greater to reflect increased attention to the star system.

To balance that out, the local relations can degrade over time on a per month basis. That way, the player fleet can stay away until the heat dies down before making another heavy dose of shady business.

This suggestion may be a few months old, but this thread has been nagging at my mind and should help by giving a more detailed concept I can suggest.

As an off topic side note, I tried out some mods and noted that people in comms become persistent, so the personal rep stays. That alone gave me ideas. I may have some understanding of Java, but it may not be enough for me to make a mod and demonstrate the concept personally (and call it Local Legends for a touch of humor).

53
General Discussion / Re: how to support independent?
« on: May 09, 2020, 11:00:00 PM »
the only goal is still to be pirate friend and then kill hegemony first :)

I would also advice placing only one comm sniffer in a system dominated in pirates to see if there are any missions offered by the Pirate faction. Helps in working your way to inhospitable and get smooth sailing from there, even if it means blowing up Pather bases if you happen to sell a corrupted nanoforge to their only heavy industry and attract Pather cells.

With the Hegemony gone, no one will stop you from indulging yourself in AIs.

54
General Discussion / Re: Late Game Pirate Spam
« on: May 08, 2020, 12:31:48 AM »
Alex has teased that top-of-the-line faction fleets in the next version will have officers on every ship. Top-end Remnants will probably be the same.
Every ship? As in more than 10/11 officers in a fleet at max level? I'd love to get some popcorn with that fireworks show.

55
General Discussion / Re: Capital on early, what now?
« on: May 08, 2020, 12:28:27 AM »
If you have a supply of high-range high-accuracy guns (maulers, HVDs, gauss cannons) and can pivot fully into combat skills, a Legion flagship with auxiliary thrusters can solo entire fleets.

With smart use of active venting and the 0% flux agility bonus, Burn Drive's cooldown is short enough that you can't be pinned down. Your own wings can provide point defense/air superiority. And you have a *lot* of turrets to work with.
In the hands of the right skills, outfit, and piloting, yes, especially when using the right wing combinations.

Unfortunately, vanilla only has 50 levels to work with, and a good amount of skills are useful in battle or out.

56
Early / Mid changes a lot so I don't have a clear response there, but late game it's definitely the Aurora. The speed plus firepower is great, and chaining multiple Auroras using SO is my favorite way of playing the game. I wish I could get into capitals but they're just too slow, I only use them if the enemy fleet is too strong.

What I do know in the earliest part of the game is flying a fast freighter and tanker souped up in System Overrides and Unstable Injector to maximize chance of speedy escapes while have the operation range to perform multiple exploration missions in a trip. Helps in screening the entire for colony candidates while being economical in credits spending fuel and supplies.

57
They are only the design type (low/midline/high). There is little/no relation to effectiveness.
And instead, the design type indicates the guideline tendencies that affect a lot of stats, including weapon type preferences. High tech ships are rarely seen carrying ballistics the same way low tech ships are with energy weapons. Even carriers have distinctions made by the design type.

58
General Discussion / Re: favorite flagship for each stage of the game?
« on: April 24, 2020, 08:19:39 PM »
Doom has synergy with everything because it is really good at killing everything, no? :P

Depends on how the Doom is used, actually. My other ships are the ones doing the killing blow, since my only defense in taking hits is armor. Charge and alpha-strike weapons works best in a Doom for that reason, and fighting a Doom requires consistent beam weapon use and mine busting solutions. Frigates can maintain pressure on an isolated Doom, though I used a few Tempests and Harbingers geared for anti-sub phase ship combat. Harbingers have the system ability to overload ships, even while phased.

59
General Discussion / Re: Some advice please for a newb.
« on: April 24, 2020, 08:03:02 PM »
As a note on standing up colonies: yes, it costs 1000 crew.  The new colony will immediately have some crew in its stores, which you can pick back up (for a small fee that will come due at the end of the month).  Combined with putting parts of your fleet into storage, it is very possible to start up a colony early.

The actual gotcha on starting up a colony is pirate raids.  If you don't have the 250k credits to immediately start construction of a star base - before anything else including industries - you will have to manually defend against a pirate raid at about the two month mark.  ...Of course, if you haven't built any industries yet, you can actually completely ignore the raid; it'll reduce stability a bit, but if the colony isn't making things for you, that doesn't actually matter.

Unless the more difficult route is used and instead help Pirates in secret using exploration missions and one comm sniffer in a system with pirates, at which only pirate activity is a minor inconvenience and most pirate will not attack, even in explorations. That is until their traps are accidentally sprung. Pirates aren't happy when a fellow pirate spoil their ambush. Someone has to get some booty in some way. That does mean no bounties until Pirate rep is in good enough standing to hunt bounty fleets with transponders off.

I really don't have much else to add here since everyone else have others covered.

2. Surveying is a tertiary money maker.  The idea sort of being you'll go do missions on the edge of the sector, and since you're there with a ton of supplies, why not survey some planets?  The level 1/2 data isn't worth much but 4/5 data can net a nice return.

Though exploration missions does help in getting lucky and find good systems to colonize and defend. Chaining missions also make bankroll with minimal combat situations (except mid-high distress beacon systems or system with a gate).

60
General Discussion / Re: Grand Sector and Fleet size
« on: April 21, 2020, 09:26:35 AM »
No, pushing the game beyond design parameters has consequences.
*glances at my 32GB RAM*

Yeah, not all of us have the luxury of waiting for RAM prices to go down, even when we put in parameters to force RAM allocation to what our PCs can handle. And I have a laptop that is close to a potato but managed to play and record a game for an hour or two.

Pages: 1 2 3 [4] 5 6 ... 19