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Messages - Shrugger

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46
Suggestions / Pursuit Alert
« on: February 16, 2018, 12:00:25 PM »
It very often happens to me that I suddenly get ganked by a large fleet that I could've seen coming from far away, that I would've been able to evade, but didn't because my screen was too cluttered or I fumbled with the mouse or I just didn't pay attention.

Now, since the point of the game (hopefully) isn't to be personally checking every single thing on the screen at all times...how about displaying a little warning icon or playing an audio cue when a non-trivial hostile fleet pursues the player's fleet?

47
General Discussion / Re: What factions are you going to form?
« on: December 30, 2017, 04:35:22 AM »
The Holy Roman Empire.

Peasants as strike craft.
Landsknechte as frigates.
Clerics and captains as destroyer-carriers.
Knights as cruisers.
Nobles as capital ships.

Generally low-tech, lots of ballistics and some missiles but no beam weapons. Lots of armor, little if any shields. High firepower and long-range, but inaccurate and very forward-focused.

Fighters and frigates both would generally be equipped with low-ROF, long-range ballistics and have the ability to grapple close-range enemies, slowing them down and dealing modest damage over time.  Of strike craft, frigates and cruisers, there would only ever be maybe two types each, with little loadout flexibility. Consider these massed, expendable units only good in large numbers.
The fighters would have plain, functional looks. The Frigates would be garishly colorful, with more than a little flourish in terms of shape.

Fighters and frigates would need point-defence and a proximity bonus to performance by the destroyers, which would in turn have only frigate-level firepower on their own (for the captains, not the clerics). Destroyers would be largely a support category, serving as small-scale carriers and force multipliers. Their special ability would be instantly reloading all nearby frigates' and fighters' weapons.
Cleric-type destroyers would either be dressed in sacral colors (catholic) or plain black (lutheran). Captain-type destroyers would show off their thick armor plates, with only a little banner here and there.

Cruisers would generally fall in two categories: Knights and men-at-arms. The knights would have a large number of subtypes, each with different specializations and various quirks (alpha-strike missiles only (Huntsman), no normal propulsion but a high-acceleration movement ability (Robber-Baron), side-mounted shields and a close-range weapon that deals damage in proportion to relative velocity (Jouster)...and so on). The knights are to keep the enemy on their toes. They would have various shapes, but usually a heraldic color scheme and pattern.
The men-at-arms would come in a single class with no special abilities, but would be the only class to have significant loadout flexibility. These would be there to let the player handle threats the other, less flexible ship classes can not. They would be aesthetically plain.

The capital ships would be fairly balanced, not nearly as overspecialised as the smaller vessels. They'd generally have some of the traits of the smaller classes, but to a much lesser degree: The Archbishop-class fleet support vehicle would provide proximity bonuses and point defence. The Prince-Elector-class Heavy Battlecruiser would have some of the unique weapons of the cruisers in addition to its all-round armaments. Both Archbishop and Prince-Elector would have the special ability to take a fugger loan, i.e. repair their systems and reload their weapons, but repeated use could lead to engine failure or magazine cook-offs. The Holy-Roman-Emperor-Class Battleship would be a spanish Tercio in space - strong armaments for all ranges and situations, four times larger and more resilient than the next-smaller craft, and with a special ability that gives it a boost in speed and deals damage to all rammed vehicles (including friendlies). However, the HRE-Class BS would also occasionally get excommunicated and shut down for a random amount of time. There could only ever be one such BS in existence at a time, as is proper, and you could only get it in exchange for a Prince-Elector-Class BC, in addition to a huge stack of gold.

If possible, the whole faction would occasionally break apart and fight silly civil wars, but eventually be united again.

Had some plans for it, but other projects took priority.

48
Suggestions / Re: Safe'nSteady combat and player knowledge progression
« on: December 11, 2017, 01:05:27 PM »
Would be nice if outposts would also allow us to actually help maintain our dream fleets, so that if I take my rare gucci ship out of the hangar and get it shot up, I might have some way of rebuilding it...but no idea how to balance that. Reverse engineering ships may be too OP...

49
Suggestions / Re: All missiles should cost 0 ordnance points.
« on: November 19, 2017, 01:42:12 PM »
Missiles aren't really combat-economical as a primary weapon for most ships, and as a secondary weapon their ECCM and Expanded Racks upgrades can't really compete for OPs with ballistics and energy weapons.

In short and in my (mod-tinted) opinion, they're the weakest of the three weapons categories at present. They run out of ammo, the AI uses them poorly, and they do not share hullmods with other weapons.

50
Suggestions / Re: Fleet AI, orders, and command points
« on: November 13, 2017, 02:21:10 AM »
AFAIK Harass is target-specific; so not quite the same.

51
Suggestions / Re: Fleet AI, orders, and command points
« on: November 12, 2017, 03:00:18 PM »
Capturing points is pretty pointless right now because at high ship limits, you almost always have enough ships to get the bonuses up to the cap anyways (unless the enemy commander has the skills, too).

And when you do tell the AI to hold a point, it stays just far enough away form it to never actually take it.

Escort orders work well in terms of ships actually following the order, I find, but they tend to make them too inflexible - escorts have short lifespans.

What's generally missing, IMHO, is some sort of dedicated skirmishing behaviour - telling a ship to poke at the enemy, yet not risk itself. Cautious officers already do this, and officerless ships sometimes do it on their own, but it would be nice to be able to give an order to the same effect. Some frigates of mine just love to linger in front of Onslaughts.

52
Suggestions / Re: Terrain avoidance
« on: November 10, 2017, 04:29:40 AM »
All valid points.

53
Suggestions / Terrain avoidance
« on: November 10, 2017, 02:42:33 AM »
Let the fleet movement autopilot avoid storms, coronas and other damaging terrain. Needn't be excessively smart pathfinding, just don't ever fly through damaging terrain unless it's on manual.

54
Suggestions / More informative refit screen
« on: November 10, 2017, 12:50:03 AM »
The refit screen is there to let us refit our ships. It does that job. But to know what you actually want to do with a a given ship, you first need to head over to the fleet screen and read up on it there.

Could we have access to ship stats and ship information in general on the refit screen?

55
Suggestions / Re: Separate combat and campaign skill points
« on: November 07, 2017, 10:16:39 PM »
How about instead of a fixed officer limit, you get increasing drawbacks for having too many officers?
Say, you get higher base command points (since you're likely dealing with more ships) but slower regeneration.

Officer Management could then reduce these negative effects, by perhaps up to 50%.

56
Mods / Re: [0.8.1a] Scy V1.34RC1 (27/09/2017)
« on: November 07, 2017, 03:49:37 AM »
I'll agree with Tartiflette's assessment. Cluster torpedoes are good when they hit, but they rarely do with more than a small fraction of their bomblets (except against disabled targets).

57
Suggestions / Re: Codex Searching
« on: November 05, 2017, 11:34:37 PM »
Fair enough.

58
Suggestions / Codex Searching
« on: November 05, 2017, 10:04:32 AM »
With lots of mods installed, the codex can get awfully full.

Would be nice to have a little search function to find things by name, or even just a scroll-to-letter behaviour for alphabetic key presses.

59
Suggestions / Re: Skills brainstorming
« on: November 04, 2017, 11:37:58 AM »
I came here to suggest point-by-point re-specs in exchange for excess XP (either always or only at max level), but apparently someone else already did it.

So consider this my approval of the idea.

Putting the mandatory skills right into the aptitudes seems like an obvious improvement, too.

60
Suggestions / Re: Separate combat and campaign skill points
« on: November 04, 2017, 10:34:09 AM »
Specialised non-combat officers seems ideal.

That way, campaign skills can be optionally levelled apart from the player character, but without needing to rebalance the whole skill tree.

There would need to be some way to keep them in danger, though - some way to lose them. Suggestions thereto:
1) Make it mandatory for all officers, without exception, to ride on a ship - even if only as passengers*. That way, they can always be lost in combat.
2) Let them gain XP only from difficult industry operations with a risk of accidents, and let those accidents have a chance of killing them.
*) This would also let the player character ride on the flagship as a passenger while a combat-specialised officer provides his bonuses.

This way, you can have your cake and eat it - but you need to train up the relevant officers to cover your weaknesses.

Shoot me down, gents.

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