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Messages - lethargie

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136
General Discussion / Re: Why Colonies?
« on: May 28, 2019, 08:09:28 AM »
It allow one to take part in bigger battle. Since you can manufacture your own ship you can stop the whole "manage supply/fuel" carefully for deserter/scavenge hunting and start experimenting with different build without breaking the bank. It gives a nice purpose for scavenging since you get a use for the schematic you find (seriously, finding a nice capital schematic is really satisfying now that I know I can build it. Its a great money sink too. It makes exploring rewarding, (oh nice, a 75% Hazard rating planet, with an intact comm relay! etc...)


137
General Discussion / Re: War on Vanilla
« on: May 28, 2019, 07:58:21 AM »
yes, And I was pointing out how debatable that is. If I had to choose between light autocannon and IR pulse I think I would use IR pulse.

why I would do that is because light autocannon is less flux efficient, does barely more damage to shield and a lot less to armor. The range difference is also, on my opinion not really there because of accuracy problem.

This is a bit less true for capital ship that equip ITD. 600 become 960 vs the 800 for 500 basse. Even then a 160 range difference is not huge when accounting for accuracy.


138
General Discussion / Re: War on Vanilla
« on: May 28, 2019, 06:29:24 AM »
I'm not sure I would. I know the real thing that I would put is a railgun. Railgun is in my opinion the reason that ballistic slot is so usefull.

139
General Discussion / Re: War on Vanilla
« on: May 28, 2019, 05:24:57 AM »
Ir pulse already got more effective range than autocannon , autocannon have horrible accuracy that degrade with sustained shooting. The assault gun is really what makes the IR pale, super accurate, flux efficient, longer ranged and better against armor.

140
General Discussion / Re: Kitting a Conquest
« on: May 27, 2019, 01:52:15 PM »
Does the Conquest usually inspire such heated arguments? I've stopped reading the thread cause it just devolved into mind-numbing number crunching.
Yes every single *** time. Doubly so if Lucky33 is involved, he is the top troll/bait artist on these forums.
Now this is something we can all agree on!
I would agree too.

Conquest are fun to setup because you have access to tons of different way to use it. Its even more true with mods that add weapon. You got access to medium/large missile and ballistic and small/medium energy. The result is you get a lot of different debatable viable builds.

I personnaly like the storm needler, I put most of my weapon as HE, then use only the storm needler with an ion beam. When the hard flux is high I stop using the storm needler and start all the other weapons. The only real problem I had was with the short range of the storm needler, but then again the mark ix only got more range if you're shooting a capital since its horribly inaccurate


141
General Discussion / Re: War on Vanilla
« on: May 27, 2019, 09:41:24 AM »
I have been doing a new playthrough with very little mods to see how the last version goes. I must say that while I agree with some of the OP points, I disagree with a lot of them.

On logistic hullmod: If you want to play scavenger, your have to juggle fuel space, supply and space to actually grab what you find. They all shape how I plan my trip and I think thats a good game-play involvement. When I prepare my fleet for deserter hunting, any ship with battle affecting mod is off for me, while the supply/fuel one are no go for scavenge but fine for battle. With colonies now so slow to grow, and ship quite a bit more expensive, I have actually lugged and stored a capital I found with the fuel d-mod which I take out with an extra dram whenever I have an actual battle. To force choices and plan is a good feature of the new d-mod.

On small energy: if you remove the ammo on AM blaster I think I would be fine with them. Ion are perfect at what they do and the pd options are great

142
General Discussion / Re: Best Non-Combat Flagship
« on: May 25, 2019, 07:29:12 AM »
You know you dont actually need to be on a ship right? If you capitain a ship but dont deploy it you can still give ordres.

Honestly if you dont want to fly a ship, this might not be the idéal game for you. If you want to fly one but are Afraid of the ack of character skill. Dont be. Fly any cruiser or capital. Your ability to perceive the relative position of ship Trump most skilks your subordinate could have.

143
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: May 25, 2019, 05:39:03 AM »
Most faction have weakness of a shape or another. Rather than trying tout say all thing da are great i would point out the Strength of da.

Maelstrom. One of the most powerfull capital hull for its Wirth in deployement point. The flicker allow perfect turn rate ans you can have huge overlapping firepower.

Zéphyr wanzer. They are beautifull ans efficient. If your goal is to support your ship they are great.

Recson Weapons. Thèse thing got great range and range is Worth a lot.

The destroyer Carrier. Its very deployement point efficient.

Gust. Very good shape to fight Side by Side. Hybrid large on a cheap cruiser frame is good. Fighter on top is gold. As a player ship you can also abuse the system

144
General Discussion / Re: Weird rare item drops
« on: May 24, 2019, 05:47:32 AM »
Some game I can find 3 pristine nanoforge on the first tech salvaging flight through the sector. Some game I managed to find 7 corrupted nanoforge and not a single pristine one after combing more than 50% of the sector. I think the fact that it is random and that we don't actually do hundred's of playthrough mess with our expectation.

145
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« on: May 23, 2019, 12:27:44 PM »
don't you run out of missiles in longer engagement? Or even in short one, since the ai like to waste them a lot

146
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« on: May 23, 2019, 07:23:00 AM »
I haven't been able to make the cathedral work for me. How do yo outfit it?

147
General Discussion / Re: Colony ship building
« on: May 23, 2019, 07:17:30 AM »
Aside from how the gameplay of it would absolutely suck.

This is very subjective. Many would disagree.

But I never said you need to buy and deliver everything yourself. I just said that having a specilized colony ship is far superior in both gameplay AND realism.
Because now you have a slow target you have to protect. Because now you cannot colonize as fast or as easily (colony ships and colonists need time to prepare). Because it neatly explains why the colony is even possible and where the people come from.
This is very subjective. Many would disagree? I mean, we can throw that right back at you. But really, it is an objective truth that it bring no new gameplay. If you ever brought a freighter with you you've experience everything having a new "colony ship" would entail. As for realism, the problem is not establishment, its growth. People could establish small colony with flipping sailboat here on earth. Now they are doing it with enough supply to rebuild a capital hyper advanced spaceship AND a huge amount of heavy machinery


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What do you need to make a colony? Well, people. Check. Supplies for those people to use to build things. Check. Thats all colonies really need. The fact that they also need heavy machinery IS the acknowledgement that they might need something on a scale larger than what ships need.

Depends on where you colonize. Just dropping people and some supplies on a planet does not make a good colony. As colonization efforts go, it is a terrible, terrible start, even on a mild terran planet.
Thaago already said it, but maybe you glanced over it without reading. We. do. not. know. whats. in. the. supply.  Its not "magic" its abstraction. Just maintaining a car here on earth require hundreds of different pieces, fluid and whatever. It would be absurdly stupid to have us deal with all the possible thing a space-faring civilization thousand of years in the future would need to maintain their nano-fabricated incomprehensible ships. In fact it would be objectively stupid unless you wanted to make a totally different game. So we get supply and heavy machinery and you put in it whatever you need to maintain your suspension of disbelief.



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If you can survive in space you can survive on the ground. Supplies encompass everything that keeps combat ships operational and repaired, from food to air resupply to filters to machinery to...

The requirements are totally different for starters. And you are protected in the ship, while you have no shelter on the ground. Building shelter/habitation for 1000 people is not fast or simple. Which is why I said PREFABS are necessary.
Also, supplies for running a ship are not the same kind of supplies you need for a colony. Or does you standard stock of supplies include farming tools, seeds, animals and such?

A colony ships solves ALL logistical and logical issues, since it's basically a town that lands and deploys - it takes care of all the immediate issues and serves as a center of early colony operations.
Spaceship building is right now quite harder than shelter building. Might change in the future, but we got no reason to suppose one or the other. Our standard supply definitely contain food and heavy tool are sufficient to strip an entire research station. On top of that it is established lore that tool are fabricated as needed(see fighter ship too). As for seed and animal , well farming is an industry you do not start with so it is also established lore that your initial supply are not sufficient for farming.

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These spaceships run on miracle flux that ignores conservation of energy/momentum, they can teleport through space, they have energy shields, they can enter phase space, adjust the flow of time itself: the tech level here is far, FAR above where you need to be concerned about building air scrubbers. Hell, supplies could just be a combination of common base atoms + power packs for replicators for all we know, the tech is certainly advanced enough for it.

Space magic never is and never will be a good answer. It's a cheap way out for the laziest of the lazies. Magitech is no different than saying "Because God willed it".
Space-magic is the answer given in every single work of fiction that include tech level beyond what we can reasonably imagine in a very near future. Its the only possible answer anyway. Coherence/consistency and the general respect of currently known physics rule is the only thing that slightly differentiate hard from soft Science fiction. But all use space-magic with different amount of style. There's a lot of literature on the subject, but for entry level you probably can't go wrong with https://tvtropes.org/pmwiki/pmwiki.php/Main/MohsScaleOfScienceFictionHardness


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If you feel like colonies are too cheap: fine, increase the price. Require the user purchase a once off Atlas for... crashing... reasons. But what you call 'profoundly stupid' is just a failure of your imagination.

Or perhaps the failure is yours?
No u? Seriously what is that answer. Thaago original post was already a perfect rebuttal of your comment about it, I merely reused what he said in the hope that you would actually read these word. Any call to "realism" is either a misnamed consistency problem of the lore or a lack of imagination. I think our post demonstrate beyond reasonable doubt that we do not have consistency problem with the current implementation of colony start(balance is another thing). I will leave the required conclusion to your own imagination.

148
General Discussion / Re: Colony ship building
« on: May 22, 2019, 06:32:56 AM »
gameplay > pure realism

But more precisely, I think part of the shelter/equipment obviously required for a colony is abstracted in the increased colony upkeep. Even colony with no spaceport have upkeep cost that presumably cover that.

As for the ease of making them, I must say that unless I got a big fleet It is not easy. If I want to build a colony while i only have a small/midsize fleet I need to purposefully load on crew and supply. It is not rare that I need to store ship on the colony because I do not have enough crew to handle the fleet after a colonization.

149
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.1 [05/17/19]
« on: May 17, 2019, 06:40:14 PM »
Those are incredibly beautiful. Thank you for the amazing contribution you make to the game

150
Is it the ship system that is like a really fast multidirectional burn drive? Cause these ship are amazing, it was quite a highlight of the mod for me in 0.8.1. I mean I would obviously kill myself way too often with it, but it was really fun. Definitely more on the level of the current odyssey than the paragon though, which is perfectly fine considering the mobility it has.

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