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Messages - Null Ganymede

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31
I think I read a quote somewhere about Sun Zoo, who wrote the art of the deal. "Be what your enemy could never be."
Sir you are a poet. I await your entries to the next AI Tournament!

32
Any system's viable tbh, it's a question of how much time and investment it needs to be monthly net positive / how long until it pays for itself.

For ambitious multi-planet goals the answer is "long time" / "aaaaages". Specialized single-purpose industrial worlds can come online real quick though.

33
Are you looking to spend untold millions of credits and many, many cycles building a set of colonies that will generate infinite money afterwards? Do you want it to be easily defensible or are you okay with scattered assets?

Are you just setting up a fuel and supply dump on some tech-mined world in the outer reaches?

Maybe a forward base in an enemy system to farm invasion fleets for hulls and weapons with a battlestation as bait?

A safe and centrally-located ultra-industrial super-exporter moneymaker in <2 cycles, all under cover of the faction you're commissioned with?

Scattered techminer colonies that get heartlessly abandoned once exhausted leaving the crew to their own devices?

There's a bunch of roles colonies can fill and you don't need to pick one.

34
General Discussion / Re: Do Capitals need a rework?
« on: April 20, 2022, 11:35:42 PM »
It does sound like a lack of range exploitation. Capital ITU advantage is no joke.

35
Reproducer:
  • Fly Afflictor+Shade with Neural Interface on both.
  • Activate Entropy Amplifier and wait until ACTIVE fades and it starts recharging.
  • Pause. Check that Neural Link subsystem reset is off-cooldown.
  • Hit T twice. HUD shows Entropy Amplifier on cooldown.
  • Unpause. It's READY as expected.

Silly but might confuse people experimenting.


36
General Discussion / Re: Neural Link... again.
« on: April 13, 2022, 12:56:10 AM »
Overall, I'd be curious to hear how much more effective you found Neural link to be over the baseline case (i.e. everything the same except no Neural link and thus using the OP on other things and letting the AI control the other ship).
Baseline for linked Shade-Afflictor tag team is probably a Phase Anchor + 3x Antimatter Blaster frigate plus 10dp of miscellaneous distraction. Ideally the distraction brings interceptors with elite Point Defense.

(Interestingly, typical solo-the-world Afflictor setup with Adaptive Phase Coils isn't the baseline. The tag team has twice as many blasters on paper, and in practice has more opportunities to fire shots with less repositioning. The Afflictor needs level 10 or so to comfortably waltz away from missiles and wings while dealing damage. Tag team can kill kill kill everything it sees starting at level 5. Phase Anchor Afflictor builds can more than match peak damage output but not the flexibility.)

Is the flexibility and micromanagement significantly better than the baseline? It *feels* better. You've got more tools.
  • retreat Afflictor into Shade's EMP vs fighters
  • bait fighters with Shade start EMP then swap
  • use EMP to rotate omni shields for Afflictor shots
  • paint target with Afflictor, shoot with Shade
  • reset Afflictor's ship system cooldown at will since Shade's system is usually up
  • specialize Afflictor into big game hunting at higher level - 4 blasters, ITU for avoiding ship explosions, maybe Phase Anchor?
  • specialize Shade into point defense, frigate clearing, and bait?
The number of available kill opportunities feels higher and they come faster. Solo Shade/Afflictor play is bottlenecked by movement and you've got double the starting positions to choose from. Having a 10dp AI wingman doesn't create as much pressure as always having blasters off cooldown and a choice of ship systems. Maybe some of the modded superfrigates (ArmA stuff or the Tahlan shuttle?) could come close.

That said the gameplay is hectic. Right now I have to pause regularly and think what buttons I'm pressing and where my ships and enemy ships are and will be. Low level battles like VV are constant action.

With a bit of refinement I think it's got cheesy potential. Especially at higher levels where an
old friend
[close]
makes a comeback.

37
General Discussion / Re: Neural Link... again.
« on: April 12, 2022, 03:14:55 PM »
Did some experimenting. Neural Link might be way more effective than people think.

Basic observations:
  • It's better on small ships. OP cost on large ships is taxing and you want instant transfers.
  • Enemy AI tunnel visions your flagship and transfers change your "flagship". Switching out of a high-flux ship to let AI handle venting is safer than it looks!
  • High player APM turns "resets system cooldown and adds a charge" mechanic into a damage boost, rather than just an AI risk mitigation mechanic.

The last one needs some explaining. In the current skill system you can stack 5 damage modifiers (energy/ballistics skill, Target Analysis, Tactical Drills, Wolfpack Tactics, 100% CR) and 2 or 3 flux output modifiers (depending on whether shield efficiency frees up any flux for the ship.) Two of the damage modifiers punch up to make frigates/destroyers more viable, so *most* of your skill-based flagship power creep comes from stacking endurance modifiers (~3 peak perf time, ~4 armor and hull extension.)

For some ship systems, Systems Expertise and Neural Link are additional scaling damage boosts! Not only does you have double the ship systems, well-timed switches reset them!

38
Buddy, I'm gonna be straight with you.

There was a brief period of YouTube history where it was highly profitable to push content aimed at teenagers. The ads that got ran overtop were targeted based on fake signup information (birthdate April 20th 1969...) rather than interests and behavior. You could pick up a decent-sized audience with great retention and hours watched per week, then get great CPM conversions overtop. $$$!

Needless to say people clued in and it led to a bit of a gold rush. A million unironic video game review channels and let's play series trying to replicate the magic formula. Some even (briefly) succeeded! Of course the resulting supply-demand shift combined with incremental improvements in behavioral ad targeting and (more importantly) advertiser ROI visibility thoroughly cannibalized and de-funded the niche.

Where does this leave the milquetoast late 20s male content creator? They can still try and build communities in some small, obscure niche. They can still make friends. They can still do things that bring them and the few nerds with identical interests joy. But the formula where you push hours and hours of content in some offbeat niche hoping it takes off and becomes the next big thing? Where you don't find friends but curate an audience large enough to drive ad revenue?

Dead. Utterly and irreversibly dead.


What's tough is the gig economy intentionally doesn't provide visibility for everyone to understand this. That's where we get people spamming their content everywhere they can without understanding why. That's where we get young fathers hiding from their families by pretending streaming's going to be their side hustle. That's where you get the closet furries trying to replicate the mass appeal of old successes but missing out on diehard fans by not living their true lives.

It is, as the kids say these days, cringe. Or, from a sufficiently cynical Alastair Reynolds point of view, extremely cyberpunk. 8)


Why is all this relevant for the moderation policies of an underwater Light Industry forum like this one?

If 2022 let's players trying to recapture the glory of ad revenues past are the uncool grandpas of the Internet, we're the dinosaurs and this forum is a comfy tar pit. A dozen dozen Eternal Septembers have passed since the Internet was small enough for forums like this to be the place anything's happening. They're still around because they are an ultra-specialized communication medium that excels at specific types of communities.

Long form thought. Searchable records. Slow incremental discussion.

Like a glacier leaving a valley the mod making community leaves its record on the forum - but you can be sure the spiciest iteration that creates those mods happens in Discord or Twitter or chatrooms somewhere far away.


tl;dr Create a containment subforum for confused content creators to dump write-only announcements that the actual user base will leave entirely unread. They're in the wrong place - or, perhaps, just in the wrong time.

39
How's 57 minutes a quick guide? Sseth's was exhaustive but fit under 20!

This is a low traffic forum. Check your video analytics. Bumping threads off the first page by plugging your "content" isn't yielding any likes or subscribes.

40
General Discussion / Re: Afflictor and Doom
« on: April 02, 2022, 10:29:10 PM »
The trick with nerds and challenge runs is sometimes they share easy-to-execute strats in easy-to-digest video form. (Hello Raw Tempest gameplay.) Doom's ship system being a free source of damage is oppressive, but maximizing what fraction of that damage actually lands is very much a skillshot that takes some AI understanding.

At the end of the day Rule of Cool is more important than tourney balance or whatever. Yeah massed Tempests or skilled Doom pilots are powerful enough to overthrow the major factions - what of it?

41
General Discussion / Re: Neural Link... again.
« on: March 27, 2022, 05:51:32 PM »
The strat for rolling up two flanks needs two dueling ships that push forward with ship system and flux, then backs off after getting a kill. Push for kill, swap while AI handles backoff, repeat.

42
General Discussion / Re: Neural Link... again.
« on: March 27, 2022, 03:37:46 PM »
Maybe for rolling up flanks with superfrigates/superdestroyers? Exploit player attention on a maximum portion of the battlefield by maximizing distance between the two "player" ships.

43
General Discussion / Re: Best ship for missile spam?
« on: March 25, 2022, 03:14:22 PM »
Ehich is the best value/dp ship for missilie spam inn your oppinion? Im thinking ships with medium missile slots beacuse large missiles are rare and usually have long refire time and small missiles have too low ammo.
Condor's ship system is ridiculous with Salamanders or Pilums.

Pilums need Expanded Missile Racks and an officer for max effect.

44
Convenient travel routes and adjacency to allies/foes is more important than planets or bonuses, tbh.

45
Combat being net negative on supplies is usually a fleet design problem. Once you figure out how to stack up skills, hullmods, officers, and weapons for effective offense each of your ships will be worth several enemy ships in a fight.

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