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Topics - Deshara

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136
Suggestions / Scrapping Beacons
« on: November 24, 2018, 04:47:48 PM »
I colonized a redacted system and now that I have maxed out of maxed industries it'd be real neat if I could take the beacon down using the same thing that lets you know if there's a hostile on the other side of a jump point except the beacon won't let you scrap it if there's hostiles (to you) anywhere inside said system.
This doesn't affect anything but my completionist compulsion, but having that beacon there letting me know there's cool hostile content for me to explore within even tho I wiped said content out and then built the throne of an interstellar empire atop their grave years ago bugs me in a weird way.
It's like having an Intel event for raids you've already defeated permanently marked as important and cluttering up your intel screen -- give me a broom, Alex! Even if you make it cost resources and give none I'd be happy for it

137
Suggestions / reputation
« on: November 24, 2018, 04:43:08 PM »
successfully defending yourself from an attack by a hostile faction should give you a boost to faction relations, so long as you're hostile to eachother.

the AI factions proc peace treaties with eachother but the player has no such functionality so our wars are forever and unending unless you start, like, doing bounties for a hostile faction which is weird. This change would cause your enemies to naturally trend towards not wanting to fight you if you consistently kick their butts, which would feel really good & natural. They wouldn't become friendly towards you, they'd just... get used to their place in the sector, compared to the late-game player, which would with minimal changes sort of affect a late-game state of everyone being too scared of you to go out of their way to pick a fight which would feel like being the de-facto ruler of the sector from the pure fact of being unstoppable

138
Suggestions / A hullmod start
« on: November 23, 2018, 06:05:01 PM »
a start option where your character is an researcher who leaves a job at a independent tech mining colony in a shuttle with an IOU from a major ship insurance corporation thanks to a lengthy legal battle following a very peculiar accident in one hand and a datapad full of stolen blueprints and hullmods and you get an extra screen where you can pick what hullmods you wanna start already knowing but each incurs a debt costing double its sale value (plus a flat fee that increases with each chosen) with one of the factions whose doctrine uses said hullmod, and the IOU makes the first ship you buy free and then vanishes forever, giving you the ability to start a game with a more or less completely custom flagship but have to build out the rest yourself, and also you have to work against a timer bc if you took the amount of mods I'd take you'd have a very sizeable time pressure hanging over your head before all the debts sour and suddenly every faction in the game is at war with you -- so it would be a quicker start but a harder game

139
see title. Founded a colony in a cleared out redacted system, and it's heinous with debris fields that I don't want to sit and salvage all the scrap metal out of just to make them go away.
And it occurred to me that my colony requires scrap metal, and there's so much of it that I'm not willing to touch it just floating in clouds all over the place.

also it'd let you get metal for your colony without needing two different industries and incurring a drug demand (if that's important to you)

140
Suggestions / Salvage Accidents should be visible
« on: November 23, 2018, 05:46:23 PM »
Hiding in a debris field in a stargate from [redacted] and I'm salvaging to pass the time while I wait for them to pass and/or an opening to make a break for the outter rim, screaming, and it occurred to me I'm sitting here salvaging way past the point where I've run out of heavy machinery bc I have crew and time to spare, and if salvaging accidents temporarily negated fleet profile reduction from terrain for like a second it would add some nice interplay between the campaign terrain and cargo management -- that is, having heavy machinery increases your ability to maintain stealth in dangerous situations, or if you aren't equipped for safe salvage then being forced to hide in a debris field is no longer an opportunity for you to fill your hold for free.

141
Suggestions / Auto-Dump
« on: November 23, 2018, 05:35:10 PM »
pitching scrap metal when your salvage run gets on the long side starts to get tedious, I'd enjoy an ability to mark a commodity in your hull a "junk" commodity that your fleet will auto-ditch when you ctrl+add stacks of loot to your hold and it puts you over cap, so doing thing with a hold full of scrap metal doesn't become less fun than doing things with an empty hold

142
Suggestions / Militarized Subsystems and Auxiliary Vessels
« on: November 23, 2018, 04:39:51 PM »
this is less a suggestion and more a touch of feedback; the Auxiliary Buffalo is worthless to me bc it's slower than the regular Buffalo bc it can't equip the militarized subsystems mod. Not sure what the solution here is, the Auxiliary mod is basically a better, built-in version of the militarized hullmod but it doesn't give a speed boost.
... maybe the Auxiliary Buffalo should have militarized subsystems built in? I get it'd over-tune them for combat a bit but I don't think that would ever actually affect anybody's actual game and it'd solve a problem for the ship.

143
Suggestions / free retreat for over-extended ships
« on: November 23, 2018, 04:28:25 PM »
right there in the title, I get why the command points are there and actually appreciate the constraint but the one area it feels bad is when your d-mod damaged subsystem ships all hit 0 CR and you have no command points left to tell them to go home bc it's still the opening seconds of the fight and you've spent all your CP so they just float around on the front line being worthless until a hound or kite puts them out of their misery.

It feels like if ships are gonna become worthless at 0 CR they should either auto-retreat then or become free to order to retreat in case you're doing the kinds of fights where having a hulk blowing up from the effort of lighting the reactor stay on the field is better than nothing

144
Suggestions / Exploring Decivilized Worlds
« on: November 23, 2018, 08:11:08 AM »
since decivilized worlds are more or less guaranteed to have ruins, and since they are explicitly stated to not be a safe place to land, it'd make sense for salvaging them to cost marines.
And, since they would then cost marines and also be implied to have not been picked clean bc the ruralized polity had been keeping salvaging crews away, it'd make sense to make them have a better haul than empty ruins would. Just a thought

145
Suggestions / being forced to engage a battlestation isn't fun
« on: November 23, 2018, 06:39:46 AM »
I have four destroyers, and two of: vigilance, lashers and hounds, plus my noncombatants. I have gone to my colony, picked up every hulk I've dragged back to my colony post-fight, armed every one of them and dragged my revenant fleet over to Arcadia to Deploy All twice on it and watch as my whole fleet is decimated without doing any hull damage to the thing.
So, being forced to engage it w/o my full revenant fleet bc my fleet got tagged for running w transponder off and is technically too large to disengage from a battlestation and a kite + shepherd patrol isn't awesome.

Probably if you are attacked by an enemy and they are reinforced by a battle station you should be able to attempt to disengage no matter what.
Anyway I'm gonna go watch my whole fleet get wiped to a man, six hours since my last save.

146
Suggestions / AI underestimating Beam advantage against shieldless
« on: November 23, 2018, 06:08:40 AM »
Just noticed my ion & tac beam shrike is 1v1'ing hounds with all but one of its weapon groups toggled off; it's flux efficient so there's no pressing need to be micromanaging its soft flux production, and the only way the (HVD) hound is capable of being a threat is if the Shrike gives it time to press it with hard flux... which it's doing. I left my Mule to fight its Dominator opponent to go switch to the Shrike and turn its weapons on and the hound was defeated basically instantly bc it literally has exactly 0 defense against an ion beam, and the only left to do was to ram the disabled hound into the battle line, order the shrike to assist the mule and switch back.
It probably shouldn't take micromanaging to make a flux efficient beam destroyer kill a frigate with no shields when nobody else is within range of either. I actually literally always field a beam destroyer with converted talons specifically for the purpose of murdering pesky hounds

147
Suggestions / Securing Cargo Pods
« on: November 23, 2018, 05:55:34 AM »
leaving marines in stabilized cargo pods makes an AI attempting to pilfer them cost the same amount of marines to do so; otherwise they'll check and be forced to move on.

148
Bug Reports & Support / More AI fun!!
« on: November 23, 2018, 05:41:19 AM »
AI is handling my hammerhead weird. It keeps dying in combat first, and only now did I pop open the simulator and see why.
Loadout: Dual chainguns, dual Vulcans up front and dual single-cannons in back with resistant flux conduits for venting in an enemy's face and unstable injectors for a speed bonus, and reactor stats maxed out
Against the Balanced destroyer with mortars and railguns, obviously it'll win in a knife fight bc it has even shield kill but a far better reactor bc it's not fielding railguns (OP), far quicker armor-kill and incredibly quick post-armor hull kill -- but will lose in harassment bc it lacks the range. The AI, however, gets into cannon range and then immediately backs out of it and then sits in railgun/mortar range till it's fluxed out and then gets worn to death without ever firing a shot despite the speed advantage.
And, to be clear, I don't have a cautious officer. I know I could fix it with an aggressive officer but the purpose of the ship is to do the murdering for cautious close support frigates, so giving it anything less cautious than a steady officer would make it work bad in big battles against bigger foes but as-is it's not handling correctly after all the frigates are dead.

149
Suggestions / Torchlight Detachment
« on: November 23, 2018, 04:56:54 AM »
the ability to send freighters home to a colony to empty out their holds and then land and wait for you to come get them from the Fleet storage, with a cost of DP needed to be filled with combat ships depending on how far they're going and if the starting point / colony destination is in a contested system/has pirate activity, in order to give some interplay between core world hostilities and outter rim salvage operations.
(this was a mechanic from torchlight BTW, a Diablo clone where you had a doggo companion who'd take ur stuff back to town and sell it for you to empty your inventory out without having to stop playing)

aand, a sister mechanic where when you send your freighters off to make a jump you can request your colony sends it back out with an escort from the colony to stop off at a pre-determined point and then wait for you with an Intel Entry that lets you know when they should have arrived by, with the option of for it to just wait for you until it's only got enough supplies left to make it back home and return if you never show (safest option) or to wait until they're forced to jettison and stabilize their cargo and then mothball themselves to wait for you to come get them when you can (chance for their cargo / mothballed ships to be in tow of a nearby scavenger when you show), or to call for you with a distress beacon (which gives a solid chance you'll have to defend them from pirates when you get there) or for you to call them to you with your own distress beacon (same)

150
Suggestions / Personal Fleet Doctrine
« on: November 23, 2018, 04:42:10 AM »
you know how you have the ability to check a box to make the autofit put hardened subsystems and bulkheads on every ship?
We should have a tab like the "faction fleet doctrine" added to your personal fleet screen where you can choose which hullmods can be defaults to show up in the autofit screen as a potential guaranteed hullmod, in case I want every ship in my fleet that's capable of it to have a militarized subsystems or augmented drive fields(?) if I'm building my fleet as a fast picket or to put logistics overhaul on every ship for a outter rim expedition.

edit: also a tab in the personal fleet doctrine for which d-mods you want the autofit to automatically add a hullmod to counteract ("If I recover and field a ship with damaged engines I want my fleet engineer or whatever to automatically give it augmented drive fields to keep up with the fleet" or "I can't have my recovered frigates entering battle with sub-par subsystems in my upcoming Huge Battles so give any ships with damaged deploy times hardened subsystems automatically")

edit edit: also while I'm here, a toggle in the personal doctrine that automatically gives drive fields to a recovered ship if it lowers your fleet's drive speed. Having to micromanage that gets tedious

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