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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Tartiflette

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2911
General Discussion / Re: A disturbing trend is arising...
« on: March 28, 2015, 06:22:42 PM »
I don't have a problem with that as long as the game is enjoyable with fleets. I don't see why something should be done against it: after all the more people enjoy playing the game the way they want the better, right?

2912
Mods / Re: [0.65.2a] The Knights Templar v0.9.4b
« on: March 28, 2015, 06:18:02 PM »
Interesting experience with Templars.

I'd say the main problem with supplies comes from Nexerelin: in a "normal" game you shouldn't have a fleet composed exclusively of Templar ships but only a few, and I believe they have been balanced for that type of fleet.

I disagree with the Clarents: homing, super fast (can hit before the enemy raise it's shield), hit like a truck and near unstoppable by PD, I on the contrary think they are OP. Of course I mostly experienced them from the other side of the launch tube so my opinion may be biased (and I know DR changed them a bit for the next update).

For the problem of mounting Templar weapons on non Templar ships, I think a neat solution could be to create a "Power Grid Perturbation" effect. In short if you mount more Templar weapons than what the ship's power grid can support, the cost for firing them raise sharply. If we say the maximum is 2 Templar weapons on a destroyer size ship, mounting 3 will cause all of them to produce 150% flux, mount 4 and it's 300% etc. For a Cruiser the max amount could be 3, 4 for a capital, and a single one for a frigate...The problem would be to communicate that information to the player during refit, I might be possible to simply refresh the weapons flux real time for the derived stats corner, but certainly not on the weapon card.
Another solution could be to prevent more than a certain number to fire at once, much in the same way only 2 weapons can fire at once on a destroyer, and you have to way for them to cooldown before another one can fire.

2913
Mods / Re: [0.65.2a] Nexerelin v0.3.3 (update 2015-03-24)
« on: March 28, 2015, 04:38:47 PM »
What would really help is that if each faction got a "capital" world with very high defenses (and production/market size). For example, when you capture it it could only loose 1 point of stability, until there is none left, and a new defense fleet would be created.

2914
Mods / Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
« on: March 28, 2015, 12:22:22 PM »
Well I'm a 3d animator for the VFX industry so most of my work is part of something bigger I can't put online. I do have a (very) outdated Deviant-art, but pretty much every non-professional artwork I made these past 2 years is either here or in my sketchbooks.

2915
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 28, 2015, 11:49:23 AM »
stuff too awesome to be contained in a quote
Okay that's it! It can't get any better, I'll just delete all my sprites a never touch a pen again in my life...

2916
Mods / Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
« on: March 28, 2015, 06:58:20 AM »
Thank you very much! It's been a long journey but I'm glad people start to see Scy as "polished" instead of the mass of weird stuff called a faction it was at the beginning ^^

Speaking of lions, in the codex there's another entry about an experimental Nemean that lacks armor and goes faster, whats up with that?
It's an armorless version that have a very small chance to spawn in AI fleets, but sadly I can't make it look different from the campaign map. So I guess it's a surprise when you find it.

Quote
And now lets talk about the bird frigate.
 I've noticed a trend among modders, to have kick ass skill demanding frigates. Theres the Imaginos, Excelsior, Maximus, Venom X and now the Bird.
 What it could use is a side screen ui indicator showing just how much the ship is overcharged and for what duration. Just like when hitting burn drive.
 As it stands right now the visual effects on the frigate are kinda hard to observe mid fight and you really need to know everything at all times since one mistake will bust the frigate wide open.
Agreed, the current glow isn't the best visual cue. I'll try to add an UI indicator but that's not sure I can manage it: the system isn't "active" when overcharged and I don't think you can display a side message then. And I can't use the normal system charge bar since you must be able to reuse it immediately. I may add a sound but the trick is to interrupt it when the system is reused. In any case, it's on the to-do list!

2917
The simplest, though not that elegant, solution is to remove the crew capacity: the crew take place in the cargo hold as everything else, and get "destroyed" the same way. Then you can never go over capacity. I disagree that too many crew survives, on the contrary I find it inconsistent that most of your crew survive if you loose a battle, but you can only find a couple of survivors when you win (2 or 3 survivors for a fleet worth of enemies defeated? While the game make a clear mention of the presence of escape pods? Really?). I'd rather have the larger amount survive in both case, provided there is a solution to avoid overcapacity.

Anyway this already has been discussed here and Alex said he was thinking about a "cryo-pod" mechanic that could convert crew in cargo, like a human mothballing.

2918
@Aeson
I was trying to provide real historical examples, not theoretical ones, to your argument... No need to take that as an attack.

2919
Actually there are several example in history where ships had to abandon the crew from sunk allied ships in the water due to the risk of being targeted too. A civilian ship would certainly try to rescue everyone even if it put the ship at a moderate risk (though the Titanic's passengers might disagree) but a military ship would probably not, like how the crew of the Bismarck was abandoned due to the spotting of a U-boat.

2920
Mods / Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
« on: March 24, 2015, 07:40:45 AM »
Well thank you, glad you like it!

2921
Mods / Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
« on: March 24, 2015, 06:59:07 AM »
Too late, it's working nicely now ^^

2922
You can define custom damage decals in the hull_styles, just point to a blank image.

2923
Mods / Re: [0.65.2a] Scy V0.9_DEV New (last?) ship! (17/03/2015)
« on: March 24, 2015, 01:03:20 AM »
@Tartiflette

If there is a weapon tag that enforces missile PD only, that could work. Then other stats could be left be and OP could maybe get knocked up a bit. Then you have an expensive solution to missile defense, assuming ALL you want out of that slot is premium missile defense. As it stands right now, the repeater beams can be used as dual-purpose weapons in frigate-frigate combat as it's highly unlikely a frigate will spit out enough missiles to overwhelm the repeaters, providing a viable anti-ship weapon that outranges most frigates' guns but is really heavy on the flux for frigates to use for any length of time. Then they get more unwieldy as you get into bigger fights with higher missile volumes and the fact that they probably still outrange your actual guns forcing you into fights with flux already built up unless you actively toggle them as and when, instead of simply leaving them autofiring all the time. In capital ship fights, the fact that their range only just lags behind weapons like the HAG, the Mk IX or the Mjolnir while outranging the Autopulse means they start firing almost the same time your main guns do and beams do little to ships of this size unless you really go overboard (see beam Paragon or Templar Longinus) and the ones that can't even withstand repeater beams are likely also the ones that aren't suited to combat anyway so at this point, they're only depleting their charges unnecessarily and driving your flux up.

We shouldn't highjack Blackrock thread so I'll continue here. I'm thinking changing it completely again, probably back to a vibrating beam but one that works this time. There is already four PD weapons in Scy : Auto Nailer, Small Flak, Hacking comlink and Burst Nailer. Adding the Burst repeater Beam as a PD was a mistake as the premium super PD solution is supposed to be the Minigun with the PD AI hullmod. The idea was a weapon that is good against small swarms of missiles like those damned Hornets but weak against torpedoes or continuous incoming threats. The problem is that I somewhat changed the Autonailer to that behavior too, and the range is way too  long compared to any other PD capable weapon for the same cost. As you said, it's only drawback is the flux that raise sharply on small ships.

The Vibrating beam was a terrible weapon because it had to be locked when firing, had a hard time killing anything with the slightest armor and was useless as PD. Maybe the same weapon with a much higher flux efficiency and damage could be ok, but the best would be to find a way to make it fire continuously, and that's what I'll try. I might buff the Slasher beam too for the same reason.

2924
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 23, 2015, 03:57:01 PM »
Lights directly baked into the sprite are a bad idea because the damage decal is drawn on top, and disabled ships will still glow. You can make the glow as a deco weapon to avoid that, with a script to make it transparent once the ship dies.

2925
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« on: March 23, 2015, 03:53:07 PM »
*note to nerf the burst repeater beams a bit*

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