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Messages - Agile

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46
Mods / Re: [0.9.1a] Commissioned Crews 1.1
« on: September 20, 2019, 05:35:29 AM »
My god.

The pirate commission is SO worth it. Sensor skill + Pirate commission would be insane.

Is it possible to make it so that the more reputation you have in a commission, the higher the bonus? Like, it'd start at 5% when you first commissioned, then goes up to 30% or something or whatever you choose when you become Cooperative.

47
General Discussion / Re: New player : Tarrif questions
« on: September 20, 2019, 05:29:12 AM »
The trade system admittedly does have some faults.

For example, procurement missions in the 5K food goods, delivered in 20 days, and all the planets nearby combined don't have 5000 food (im looking at you, Hegemony planets).

That has to be fixed; procurement missions either have to be lowered in amount to half of what the market has available, or higher level colonies need to give more of a good in general to make these trades profitable.

Another problem: food, one of the most important and hardest to get good in the game (considering the lack of ariable planets and poor terraforming technology that doesn't allow proper terraforming) is the CHEAPEST item in the market, when it should be a lot more expensive in general.

Next problem: bar missions unable to be negotiated with and sending huge death fleets when you fail them despite trying your best to do them, unlike loans which you can negotiate with tri tachyon people (kinda weird it works out that way).

Problem after that: Tariffs can NEVER be lowered no matter WHAT you do. Despite being Cooperative with a faction, they don't lower their tariffs, which doesn't make sense with the theme of the game. Sure, if your a neutral nobody that no one knows about it, I get that they'd tariff the *** out of you so they can pay for their war ships to fend off other factions who do the same thing. But if your cooperative, have access to their military markets, and know the names, faces, and interacted with their leaders; why are they STILL charging you 30%? It should be 5% at maximum, so they break even a bit on you.

It'd give reputation and open market trading some credibility; sure, black market is still good, but making friends with the local top dogs means you can openly trade in large volumes (which black market can't do) while making a profit. It would take a long time to get to that point, since cooperative reputation is difficult to grind unless you get system bounties and have a fleet made for it (but that has its own issues).

Trade isn't perfect, and it shouldn't be, but some of these are glaring issues that have been overlooked that make the experience feel a bit rushed.

48
Suggestions / Re: Purchase Faction Com Network Subscription
« on: September 19, 2019, 06:47:42 PM »
What would you get out of purchasing a com subscription from a friendly faction? Bounties/Missions/et al are public.
Non-bounty missions are only public if you're within a certain (relatively short) range of the posting system.  Which, with current mechanics, means that if you want to get good relations with a given faction, there is a strong incentive to set a comm-sniffer in one of their systems, just so you can see those missions without actually having to go there all the time.

This.

Id like to think you'd first need Friendly status to buy a "subscription", but after doing so, you get access to all their semi-secure comms such as procurement missions, survey missions, etc. for all planets of that faction as long as your near any comm relay.

The comms system in the game has so many great opportunities similar to this, like allowing access to enemy faction comms if your at war with them and part of a faction with a commission + certain rep level to spice up the game a lot more.

49
Suggestions / Re: Station raid mechanics issues/AI exploit
« on: September 19, 2019, 06:45:18 PM »
That and maybe a bounty system; the more you raid, the more your seen as a "pirate" and a bounty is put on you. So unless you want to go transponder off everywhere, random people you thought were chill with you (like salvager fleets) suddenly engage you and tell you its "because your a wanted criminal" if you interact with them in a comm message.

Revenge fleets, fleets in system actually responding to a planet getting invaded, and bounties on the player if they keep up their antics as a solution. But in return making raiding more profitable (outside of blueprints) to counter all the added difficulty and problem solved.

50
Modding / Re: More Officer Skills
« on: September 19, 2019, 03:39:33 AM »
It is save game compatible, but if you have a officer that is ready to level up before you install this mod it won't apply for that one level up (As I found out) but will apply to future level ups after that.

Alright, thanks.

51
Modding / Re: [0.9.1a] Pirate Ox
« on: September 18, 2019, 03:55:59 PM »
Kinda makes it a straight buff tbh, no one takes the Ox into combat unless they are feeling suicidal.

But good work on the mod itself.

52
Modding / Re: More Officer Skills
« on: September 18, 2019, 03:54:23 PM »
Is this save game compatible or do I need to start a new game?


53
General Discussion / Re: Getting targeted for market expansions
« on: September 18, 2019, 03:49:40 PM »
I guess combat is my favorite part of the game, so not doing bounties seems like ruining the fun to me, but I might start a new campaign and give it a go.

The issue isn't "not doing bounties", the issue is pirates are the starter bounties. The bounties that aren't "faction: bounty" are almost always mid to high level bounties like deserters of a faction, and doing those requires you to either invest in trading, do survey / exploration missions, or do a few pirate bounties / system bounties to rack up cash.

You have to resist the temptation to take the easy pirate bounties, do surveys, and take the hard bounties like deserters instead.

This route CANNOT be taken if you have a commission because every faction except Luddic Path are default hostile to pirates, and you get all faction relations on a commission. So "making friends with pirates" is the real hard mode of vanilla SS.

54
General Discussion / Re: Getting targeted for market expansions
« on: September 18, 2019, 10:23:25 AM »
Can you gift AI cores to make the pirates friendly?

No, which is what makes Pirates the best designed faction in my view.

You really have to work to become their friends. They start hostile, they don't accept ""bribes"" (AI cores), and they are hated by everyone so its so easy to slip and take a bounty against them for easy cash. But if you work at it, do survey and procurement missions for them (which, especially procurement missions, pay VERY well as they tend to go 2x over the 2x payments of other factions), sell blueprints on the black market, and voila. The pirates are now even stronger than every major faction combined, they don't send expeditions to disrupt your ***, and act as extra patrols in your area.

I like them a lot better honestly, and as one of the few factions in the game that hide themselves, if they get stronger they are a lot more annoying than the major factions. The major factions always have their transponders on, but LP and Pirates don't. I can deal with LP later game but pirates are insanely powerful late game if you let them grow, so having them as friends is a huge bonus.

55
General Discussion / Re: effect of alpha core on tech-mining?
« on: September 18, 2019, 10:15:31 AM »
If only Vast Ruins and Tech Mining gave Tech Mining exclusive only items (like ""Special"" ships / BP's) so its worth the investment. A exclusive, one time built Paragon for the son of a Tri Tech top dog with 5 d-mods due to being hidden in a earths core that has 20% effeciency, flux stats, capacitors, and extra OP would definitely make Vast Ruin techmining worth it.

But not in its current state.


56
I think the real problem is fast pickets e-burning right into my 3 capital 8 cruiser / carrier death stack and thinking its a completely legitimate and good idea to ask me to turn on my transponder.

Like, what did they expect?

"Yes, I will totally turn on my transponder, mister puny weak fleet."

57
General Discussion / Re: effect of alpha core on tech-mining?
« on: September 17, 2019, 06:05:26 PM »
Personally I have never found the purpose of tech mining.

In the time that the RNGJesus rolls the dice and gives you another pair of trashy blueprints and weapons, you could be exploring a blackhole system, find a research station, and get like 10 + BP's or if your lucky, a synchotron / pristine forge / alpha AI core(s).

Its a waste of time and effort when you could be making a profitable colony, at least from what ive seen.

58
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: September 17, 2019, 06:02:32 PM »
Just picked up the game and plan to dive in tonight.

I know in advance I'll have a bunch of simple questions that have been asked countless times and would love to be steered to a sub-forum if one exists where noobs can ask and get answered the same obvious questions that have been asked before w/o cluttering up and annoying folks who've seen'em all before. ;)

And if this is that place just let me know.

Edit: Ok, well, don't mind me I'll just let myself out.

This is basically it, but id steer you towards the Unofficial Discord.

It has a channel called #newcommer-academy and is used a lot (and tends to be answered really quickly) about general questions. The tutorial(s) and missions ingame should give you a head start, and ill also point you towards JDCollie's tutorials on youtube (they are pretty in depth and he has a new player lets play that shows a proof of concept of how to play the game from the very start) which can be located on his youtube channel here:

https://www.youtube.com/channel/UCiEiC0lXiqcZYsBQC3ts0UA

59
Suggestions / Re: Promote Officers from Rank & File
« on: September 17, 2019, 05:58:24 PM »
Personally I think the RNG for officer and administrators should be changed.

For example, if all you have is a *** 200 hazard level 3 colony, no ones gunna want to get hired by you to be an administrator, or if they do, they are a administrator with 0 skills.

But if you have several colonies that are build up (instead of factoring in industries, structures, etc. you could base it merely on how much income the colony is making), every time you check comms you get better and better administrators showing up.

Officers would be similar; the higher your level and amount of ships (and would account for their tier; frigate, destroyer, cruiser, and capitals), the better officers want to get hired on to work for you. And story points would fix the issue of attitudes; you could fix their reckless / aggressive or even steady if you want the other way around.

Its just weird that when I have two capitals, several carriers and super freighters / tankers, and 2 colonies, literally no one good wants to work for me, not even when I check the comms listings for Level 8 colonies like Chizomatic

60
Suggestions / Re: More Installable Items
« on: September 17, 2019, 05:51:55 PM »
These would be cool but only if, in return, the player got more risk.

By risk I mean, by constantly using rare pre-Collapse relics, it attracts the attention of the Remnants, as well as specially named death fleets from the factions who's job is to steal it, like a Hegemony Admiral coming to steal your Farmotron so they can feed their large colonies, and they aint here to play around.

Right now nanoforges, AI cores, and synchrotrons are just plain upgrades with no real disadvantage.

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