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Messages - Serenitis

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901
General Discussion / Re: Typical build for a profitable colony?
« on: November 30, 2018, 03:17:49 AM »
...Okay, there is obviously a concept I am not understanding:

I'm not an expert, but it looks like you have a ton of imports (which I don't think cost anything), and only a few exports.
Since this is a pre-genned planet in Duzhak (and probably bugged), it has no resources to collect and export for profit. So you'll have to rely on secondary resources.
If you build a refinery and light industry, that might push your exports over your expenses. Activating the free port will also make more money (eventually), but come with added risks.

I believe the rule of thumb is anything under 150 hazard is easy to profit
That's.... Actually more restrictive than I thought it would be.
Makes finding somwhere worth settling, in a big enough system to build support bases rather heavily RNG dependant.

902
General Discussion / Re: Pirate and Pather Bases
« on: November 30, 2018, 03:08:10 AM »
I dragged 4 capitals all the way accross the sector, in what has got to be the most aggravating journey I have ever undertaken.
Storms are now less damaging overall, but have aqcuired a deeply irritaing ability: They shove your fleet in a random direction. And that direction never seems to be anywhere close to the direction you actually want to travel in.
On several occaisions on this trip I got clipped by a storm I thought I had cleared, and got pitched into a solid wall of other storms and scooted a non-trivial distance off course.
I had made sure to take enough fuel and supplies to make the trip (1.2K supplies 5K fuel), but while the fuel was adequate the supplies ran low enough that I had to divert into the core to pick up more.

Storms really need their 'hitbox' cleaning up. Especially now they are are capable of being this obnoxious.
Travelling, is by default the least interesting part of any game so trying to correct that is actually good.
But I would much rather have travel be 'boring' than 'annoying'.

In the aftermath of the base 'removal', another rather annoying things was found.
While trying to harvest the many debris fields and wrecks, I continually got blocked by tiny left over fleets (some of which were single ships) that were 'tracking' me. Even though they had no way to actually hurt my fleet, and would burn away at every opportunity.
If a hostile fleet would run away from yours, it should not be able to stop you salvaging or surveying.

903
General Discussion / Re: Colony cap
« on: November 30, 2018, 02:42:24 AM »
@Serenitis
No. The best you can do is to look for them and hope you'll eventually find one that's more skilled.
Oh. Nice.
Another trap.

I wonder why these hireable guys don't work the same as the other hireable guys?
All it ends up meaning is that the player has to trawl around everywhere with a comm board looking for guys with the 'good' skills, which is tedious enough on its own. But what if the player is based out on the fringes of the sector? Are they then expected to travel to the core and spend some indeterminate amount of time pressing RNG buttons in various places while their distant colony gets clowned on by all the factions?

All they need is just some simple means of progression so that even if they don't have the skill you want right now, with some investment of time you can eventually get that.
Parity with Officers pls.

904
General Discussion / Re: Typical build for a profitable colony?
« on: November 30, 2018, 02:28:54 AM »
Honestly, anything works on low hazard worlds.

What qualifies as 'low hazard'?
How far up the scale does 'useful' become 'useless'?



905
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 30, 2018, 02:22:31 AM »
If you're trying to play with the big boys
They're not very big if a months old size 3 world in the arse-end of nowhere can take ~30% of the market share of anything just by existing.

I don't know about anyone else, but one of the primary reasons I want a colony at all is to produce supplies and fuel that I can use in a convenient location that does not require that I travel back into the core. And just doing that alone is enough trigger this nonsense.

Hell, the very first world I colonised got roflstomped just for having active tech mining.

906
General Discussion / Re: AI fleets in Endless Sky
« on: November 29, 2018, 11:53:41 AM »
and a fun sleek combat ship tends to be terrible at flagship duties.

If you have a decent fleet already (or are very very patient), you can try to 'collect' ships from the 2 warring AI factions.
They have no crew so you can capture them with any ship. The only problem being they have a better than 50% chance to self-destruct, so it's rather RNG dependant.


907
General Discussion / Pirate and Pather Bases
« on: November 29, 2018, 11:43:13 AM »
So, our Pirate and Luddic friends now spawn bases from which to harrass all the colonies we create.
Okay. It's a decent source of entirely optional drama that gently encourages you to do something about it without being too obnoxious.

There's something which I've encountering which have been making things a bit less fun than they could be.

Base spawning.
Whatever settings there are, the numbers are too big. These bases can, and do spawn an absolutely incredible distance from thier 'assigned' targets.

eg:
The Pirates have decided that they want to be a nuisance and have started raiding shipping etc. giving all the colonies in this system (bottom right) a horrible -3 stability and -50% accessibility.
They'll have to go.
I've found where their base is located, and was not impressed. As you can see from the map below the distance from the pirate base to the targetted colony is approx 2/3 the width of the entire sector.


I took a fleet out to see what I could do about it, the journey was a pain in the behind with no clear path through the storms, with those same storms flirting you in every direction except the one you want to go.
Annoying. The trip took approx 2000 fuel and 800 supplies with a fleet composed of mainly cruisers.
(2x Dominator, 3x Falcon, 3x Heron, 1x Mora, 1x Drover, 1x Harbinger, 3x Wolf, 3x Colossus, 1x Prometheus)
When I got there, I managed to clear some of the many pirate fleets, but not nearly enough to make any headway with the base spawning more. (aka - I got my face pushed in by a massive pile of trash ships.)
So it looks like I'm going to need possibly multiple capital ships, plus support, plus lots of carriers with fighters to get this base to stop messing with my dudes. Yes, there are that many ships patrolling the system.
The flight out was not fun at all, and I'm really not looking forward to dragging capitals (plus the extra ships to carry the extra supplies and fuel) through all that muck.

Why are these aggro bases spawning this far from the colonies they are 'attached' to?



908
General Discussion / Re: Colony cap
« on: November 29, 2018, 10:49:20 AM »
Do administrators level up and gain skills?
I don't think I've seen them do this.

909
General Discussion / Re: Colony tips and tricks
« on: November 29, 2018, 06:11:49 AM »
It's not so much what the Penelope planets have, as what they dont have, that makes it appealing. You can often find a couple 100% hazard worlds there. Not flashy, but profitable and safe.
Currently, ALL the worlds in Penny's Star are 100%, have no resources, and no conditions of any kind.
At least that's how it looks here.

There is someone who colonised the entire system and relied on profit from secondary resources, while filling the system with endless stacks of ships.

910
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 29, 2018, 05:58:22 AM »
With all the focus on the rough edges, I'll just mention that I actually enjoy the pirate invasion event. Getting all your big boats out of storage to hunt down and destroy the offending pirate base is a satisfying bit of payback for the trouble they caused you.  That is something intuitive that I understand.

I just don't enjoy it much when all the various invasion events are happening at the same time.
This.
It currently ~feels~ like colonies are set up and balanced for the post endgame, where the player has done absolutely everything already, explored everything in the sector and has nothing else to do other than sit in his space castle and build giant doomstacks for lols.
That all the AI responses are at this kind of level from the start, and only proceed to escalate is a hell of a trap considering you can get started on colonies before you even get your level into double figures.

Limiting colonies to the late game is one way of 'solving' this mismatch. Although it would be a pretty rubbish way of going about it.
Scaling the 'challenge' to the player's progress would be a much nicer way of doing it.
And as mentioned previously, there definitely needs to be some diplomatic means of managing this. Being to make trade deals would be ideal.

The issue is that the first time setting a colony you just don't know how much can you do and how bad effects all these modifiers have. It's not half bad if all you lose is your time and some money, if you can earn it back, but if you lose too much (or let your colony grow) it might put you a couple of hours back in your playthrough, if you don't save scum.
And this.
The first 'successful' colony I created was on a 175% tundra world. It had plenty of resources, and was far enough away from everyone else I thought it wouldn't be bothered much.
That when I surveyed it it giving me a Class V report was what convinced me to choose it. If it's Class V that means it must be good, right?
Apparently not. It is impossible to make a profit without using either a free port or AI cores, both of which are sources of this comedy aggro.

Not that I was aware of what the %age meant in terms of colony potential.

Are we are limited to settling 100% worlds? If so, that is potentially going to be a problem. I have found a single 100% world in my current sector which is not one of the 'blank' worlds with no resources or conditions.
Is there any other way of allowing less than optimal worlds to become more than failure money sinks?
Perhaps if there were a building specialised in maintenance that could be used to reduce upkeep costs, that way you could trade industry slots for viability.
Or a skill that reduces maint on planets above a certain %? (Seeing as planet skills seem to be considered 'a waste'.)

Like the need for faction diplomacy above to mitigate, or even avoid the invasions. There needs to be some means of increasing efficiency that does not involve using AI.
Simply because not everyone wants "all drama all the the time".
Options are good. If a player wants to be a bloodknight in a fortress surrounded by debris, the game will accomdate that as it stands.
But what if you want to build somewhere 'nice', make friends with the factions, and explore the sector? Basically the colony equivallent of staying independant and never taking a commission.

911
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 28, 2018, 01:39:33 PM »
No kidding....

Threat update!:
My dear friends from the Persean League stopped by, and we had lots of unrequested fun.
Several rowdy groups turned up on my doorstep and started making a nuisance of themselves.
Spoiler


[close]
And proceeded to make quite a scene while completely overwhelming the invited guests and turning them into charming debris fields. How rude.
Spoiler
[close]


This time however, I actually managed to be present when trouble turned up and took action with my surplus of hammers.
Spoiler
[close]

End result:
  • Station - Intact
  • Colony - Untouched
  • Defence Fleets - 95% destroyed
  • Local Traders - 100% menaced
  • Own Fleet - No losses - 5 recovered ships (no Conquests, got the doom tho)
  • Reputation - Now standing at -3 with 27 lost! 9 separate engagements supporting either defence fleets or the station

A single world cannot stand alone.
Multi-world systems seem to be essential to autonomy at the moment, as a single fleet HQ just cannot form enough fleets to even slow these guys down, let alone repel them.
Hegemony still incoming.

[e]
H fleet was.... A lot of trivial ships + 5 Onslaughts.
Tried to avoid engaging at all this time. Fleets seemed to do okay-ish, but just couldn't keep up so some got through.
I really wish the patrols wouldn't all rush into battle at the first sign of the enemy, leaving the station to fend for itself.
So I hung back there to support it against what was left.

2 Onslaughts actually rammed the station. Burn drive right into it.
Did a fair bit of damage, but didn't manage to destroy it. Thankfully.
And I managed to 'lose' my flagship to being flanked by a battleship while paying attention to another. How embarassing.

Result:
  • Station - Intact
  • Colony - Untouched
  • Defence Fleets - 95% destroyed (again)
  • Own Fleet - 1 loss - 1 recovery - 1 salvaged Onslaught
  • Reputation - Now at 40 with 3 lost. 1 engagement supporting station
  • Dignity - Tarnished

And lol. Can't even turn off free port to try and reduce the aggro. -50K.
Guess I'm not going exploring then....

912
General Discussion / Re: Colony tips and tricks
« on: November 28, 2018, 09:47:43 AM »
Always check Duhzak when you start looking for a colony spot. Parts of it are procedurally generated and it's an orange star, so habitable worlds can spawn there. Even a mediocre world in Duhzak will make an amazing colony, because it'll have a massive accessibility boost from being right in the centre of the core worlds.

Can confirm.
Spoiler

Hab rating could be better, but it's making a useful amount of money with only a red nanoforge and a synchro. No AI or free port.
It's not been attacked at all yet, but it's not my primary/first colony either.
[close]

One of the things I have learned from that other thread, is that colonising a system with multiple usable* worlds is more important than virtually anything else. Just for the extra patrols that get spawned from your military buildings.
So, a large system with many planetary bodies and all resources present (just not nescessarily all on the same planet) is just about the most perfect thing for colonising.

* Where 'usable' means 'can colonise without crippling yourself'.

913
Suggestions / Industry Item/Tile Colour Contrast
« on: November 28, 2018, 09:24:09 AM »
Would it be possible to add a high(er) contrast border or highlight to the installed items on colony industry tiles please?
Or some other means of making the these items stand out a bit more when installed?

I've been having some problems picking out the red coloured cores and forges etc. They seem to not be quite as distinct as the other colours, and blend into the tile graphics quite well.


914
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 27, 2018, 02:17:45 PM »
What's hitting your fleet quality?
234% doesn't seem awful. No idea what's good or what isn't though.
Possibly it might be lack of a decent nanoforge. No idea what most of this stuff does tbh, only had 0.9 for a few days.

915
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 27, 2018, 02:05:38 PM »
That's a good catch. I thought I'd pulled all the cores.
*comm chirp*
You gained a new trait: NEGLIGENT :P
(They are a bit hard to see tbh, the colours blend in with the tiles.)

Quote
I think the luddites hit you anyway if you have an Orbital Works...
I'm p. sure they hit you if you have ANY heavy industry.

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