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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Messages - Kzanu

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Suggestions / Re: Achievements
« on: April 27, 2012, 05:26:53 PM »
Cmon man, it's not like the monk is the most op solo build. The only time I multiclassed I did it only for the 4 lvls in Fighter, but even so the rest were only monk lvls. I understand that on normal is rather easy and ppl go full strength and dmg, but when you up the difficulty it's rather hard if you do not specialize in defense and/or monk abilities. 

Tbh the most op class solo class I find to be the warlock. Way to powerful.

Suggestions / Re: Achievements
« on: April 27, 2012, 03:02:14 PM »
Sorry guys, maybe I got caught up a little too much. The thing is I am a hardcore rpg fan, I like games that offer different ways to develop the same character class.

For example I finished NWN2+MotB 3 times with the Monk as a main class ; all 3 times I developed him in different ways.

The thing is you can't really have unique epic items in a space rpg/rts without potentially ruining the gameplay(in our case, get overpowered alien secret magic ship with epic uber black hole weapons and stomp dem noobs ), but on the other side you can add another extra layer of depth if you can also customize your char through his actions.

I would like to see Starfarer as a game where you cannot be stronger in terms of resources and number  than these alliances but you can get the upper hand(only in SOME cases, not always) through your extensive combat experience.

Also the type of achievements I suggested would be contained in a skill tree- you can't just jump to the most convenient one and farm it :D

Suggestions / Re: Achievements
« on: April 22, 2012, 08:51:00 PM »
hm... Imo achievements would be a nice way to further "personalize"  your character.

I see them being something like a combination between Morrowind's and King's Bounty:L,AP,C 's rpg character's development system. You would have your major trees, in which you invest your leveling up points, and then you would have another set of chained and/or unchained abilities that are unlocked/locked depending on  your action.

For example(i hope ppl get it :D):
You chose the "Carrier Commander" pathway to develop your Hero.
At this title you get:
                           -.  +20% bonus fleet hangar space
                           -.  +35% squadron speed when docking
                           -.  +20% Op on your admiral carrier

On the gameplay path you have the following "achievement" effects:
    a. "Brilliant strategist"-you have been a very careful commander, managing your fleet with surprising efficiency, thus winning 50 battles in which you deployed over 4 squadrons without losing a single squadron:
                                   -. +60% fighter+ bomber rearming/repairing speed
                                   -. +25% squadron speed when docking
                                   -. 70% chance that a pilot would eject and arrive safely back when a single craft is destroyed
    b. "Wasp Queen"  - you favor exclusively fighters and bombers for combat - you won 60 battles in a row only deploying fighter craft and carriers to destroy enemy ships :
                     -. +100% missile ammo for fighters/bombers
                     -. +50% fighter/bomber maneuvering
                     -. +25% amor/hull increase on fighters/bomb
                     -. +20% extra hangar space  required for squadrons

   c. "Omelette General"  - a small sacrifice is expected and accepted for a fast victory, heroes will be remembered; you won 15 battles in which you lost over 40% of squadrons , but no bigger ships:
                      -. + if squadron's health is under 25% and high probability of death the ships turn KAMIKAZE on enemy's ass doing 700 dmg per manned craft. Cannot be shot down by flak fire due to eratic maneuvers.
                      -. Fighters/bombers have -25% armor and hull
                      -. fighters/bombers have +55% damage increase  

These achievements are mutually exclusive. These  numbers aren't something I thought about for a long time, just some aprox guesses.

General Discussion / Re: Capital Ships
« on: March 13, 2012, 03:33:56 AM »
Capital ships are hard to balance  at this moment imo.

We really do not know how the officers and your character will develop in a rpg-like style. If you had a commander with a 40% boost skill to flux diss. on ships >= destroyers , then you suddenly won't feel so bad about that flux anymore. I must admit tho, at this point in the game, the flux dissipation rate for capital ships is pretty low.

 I can understand that energy weapons should have high flux/sec, but projectile weapons still have it way too high; mainly they are used in ships that have low flux cap. and low flux diss.. This is the main problem of projectile weapons, imo.

  The general issue that can be addressed regarding the capital ships is the flux capacity. It is way too low. It's not normal for 3 broadswords to overload a paragon's shield. I think at least a 10.000 flux bump on all capital ships would make them resemble ...well....real capital ships. You would still have to manage flux dissipation, but you can't really get swarmed so easy. At this point  in the game, the easiest way to kill capital ships-including onslaughts- is to swarm them with kinetic weapons fighters then nuke them to hell. I do not advocate for a fighter nerf, but instead make cap ships more durable shield wise to that they can fire for 4-5 sec before getting fluxed out :D

  Also the paragon and odyssey feel ok due to tachyon lances. That weapon gives you fighter supremacy, crippling the enemy fighters/frigates. I really feel that the lance is a must have on both cap ships atm.

Bug Reports & Support / Re: 0.51a Plasma cannon versus Onslaught
« on: March 09, 2012, 01:33:37 PM »
Ah...yeah my PC is kinda old...

Bug Reports & Support / Re: 0.51a Plasma cannon versus Onslaught
« on: March 08, 2012, 11:20:26 PM »
I've got  50 battles with this Odyssey . The thing is the PC hits very well the smaller targets. I've only seen the bug against Onslaught, but maybe it's only against cap ships. I only fought 6 Paragons per total.

Bug Reports & Support / Re: 0.51a Plasma cannon versus Onslaught
« on: March 08, 2012, 10:48:33 PM »

Exactly! Just that I have the vanilla version and I didn't have any mods. Also I only used the solo Odyssey turret for my PC.

Bug Reports & Support / Re: 0.51a Plasma cannon versus Onslaught
« on: March 08, 2012, 06:03:49 PM »
The thing is, the first shot hits the target, and the next one(s) go through it and hit the opposite side of the target or not hit at all. I didn't encounter this issue when firing at smaller ships.

Like A, B and C are the PC projectiles: ( Odyssey ) ---> A( Onslaught )B,C

The bug doesn't happen all the time...about 30%. Until now, only when I'm vs an Onslaught. Gonna try to take a SS , but it's rather hard with all that action going on.

Bug Reports & Support / 0.51a Plasma cannon versus Onslaught
« on: March 08, 2012, 03:34:21 PM »
In about 4 fights against fleets with 3-5 Onslaught  I noticed that the plasma cannon salvo bugged when impacting Onslaught battleships. The first of 3 projectiles usually hit at contact, but the 2nd and sometimes the 3rd one just flew through the ship, hitting its other side, or simply not hitting at all.

This is very upsetting because a 2250 focused dmg salvo becomes a 2250 spread dmg salvo in the best scenario.

Could not screenshot in time, but if you have trouble reproducing the bug, I think I can make a ss if I focus on it.

Bug Reports & Support / 0.51a Drone with 0 crew - issue
« on: March 08, 2012, 01:06:13 AM »
Due to the fact that the drones are unmanned, they have the rookie crew stats even if you only have veterans or higher, thus being penalized on both speeds.

Drones should retain the skill level of the carrier they are assigned to, or the carrier with the highest skill level.

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