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Messages - Agile

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61
Suggestions / Re: Paragon OP
« on: September 17, 2019, 05:48:20 PM »
I find 2 paragons is all you really need; anything more is actually a waste.

You get 2, MAYBE 3 paragons (if your hunting remnants), and then use nothing but carriers (Eos, Vortex, or Drovers) that have a follow command on the Paragons and you are basically game, set, and match. Fighters take care of faster targets (and battleships who constantly *** out instead of fighting the Paragon, which forces them to either push in and face tank the Paragon in a desperate bid to take out the carriers, or die a death of a thousand cuts ((fighter spam)) without doing anything).

But yeah, end game is suffering. I usually just start a new game because the best content is in low to mid game, when everything is a threat and you could fleet wipe because you entered the wrong neighborhood. When your fleet is big enough to auto command kill everything but death fleets, there really isn't much to do.

62
Suggestions / Re: Milk Run Failures
« on: September 17, 2019, 05:43:47 PM »
The bar delivery quests could be made to say clearly "delivery destination is hostile to you, completing the mission may be difficult". Or perhaps just not offer deliveries to such destinations at all.

What I'd like is to be able to just compensate the client with credits and be done with it, when I didn't intentionally fail the mission (I'm thinking of the time I straight up forgot I'd taken the quest until it expired).

This is exactly what I thought.

You either return the goods to the original quest giver, with a -10 in reputation for *** up.

Ask for more time, taking a -5 percent hit and maybe having to pay a fee with it being explained away as a "I have to explain to the guy on the other side with some ""elbow grease"" that you *** up and need more time" type deal.

Or, if you *** up completely (like having your fleet blown up if you entered a hostile location and couldn't run) and couldn't rebuy the products in time, you can pay in credits the amount of money the goods cost at base cost to the spacer (or maybe a little more cause, well, you *** up) while taking a rep hit.

Any option like the above is better than "well you *** up and now have no way to make amends except save scumming, otherwise you face a death fleet with capitals in it as retribution".

63
Suggestions / Re: Milk Run Failures
« on: September 17, 2019, 04:23:55 AM »
Leave the system and come back without your transponder on. You might not even have to leave the system

Killing a huge fleet near a station makes them not accept anyone, even those without a transponder on, into their dock "due to the large commotion you created" (or a similar message to that effect).

So that doesn't work.

64
Suggestions / Re: Milk Run Failures
« on: September 16, 2019, 03:31:43 PM »
You get a ridiculously long time like 2+ months to deliver, and you get the goods upfront. What were you doing for the first 2 months that you weren't delivering the items?

Getting other bar missions and buying supplies / fuel, while doing bounties.

You don't make much money off the bar missions unless your RNG is good and you get a recreational goods or organ milk run, especially when your fleet is much bigger (which costs a lot more to run), so I was making cash on the side.

Other times, ive gotten the mission, and it was in hostile territory. Id do the mission right away, but as stated above, id kill off an entire Armada trying to e-burst into me and that made it so that the station I had to drop my goods off at shut down on me for 2 + months, making me fail the mission.

If you kill a big enough fleet near a station / planet they don't want to trade with you for months on end, hence my predicament.

65
General Discussion / Re: "Starbases"
« on: September 16, 2019, 09:16:02 AM »
New version of Nexerelin has this feature in the way of "outposts".

Pretty cool to be honest, don't have to make colonies anymore early game to store my ***.

66
General Discussion / Re: Tugs are the best!
« on: September 16, 2019, 05:36:51 AM »
In somewhat related news, I've fallen in love with the Hound (especially the armoured variant when I can grab one).
Just being able to run away from pirates is a godsend.
(I load mine up with Auxiliary Fuel, Auxiliary Thrusters, Expanded Cargo, and Unstable Injector.)

Speaking of, is the armoured variant a separate blueprint, I would I have to just keep printing and selling Hounds?

Armored hounds and Luddic Path Cerberus / Hounds are THE best early game haulers; you just disengage and run so fast that no one can catch you except maybe phase ships. Cheap, fast, and good cargo space; I always get them early game and make mad cash.

67
General Discussion / Re: Your First Inspection
« on: September 16, 2019, 05:31:54 AM »
After the Hegemony stole a grand total of 30 cores from me, I went out and stampeded over their colonies until they were wiped from the sector. The constant loop of expedition, inspection, throwing them back, rep loss, invasion, inspection and expedition ground my aspirations down, so I threw everything behind a campaign of Hegemony removal.

This.

I lost my primary colonies alpha core admin and all beta cores the first time I had an AI inspect and got so mad that I signed a commission with Tri Tachyon, camped out at every single Hegemony planet and kept blowing up their trade convoys (was strong enough to wipe most fleets but not take on a Star Fortress at this point).

Kept obliterating their accessibility, selling back the goods I stole, and repeated over and over till I had enough money (and reputation) to buy Paragons from TT. Loaded it with my now personal favourite loadout that keeps me with high burn but good damage, blew up their star fortresses, and sat bombed all their planets.

After that I quit the game and started a new one since I had a end game fleet and could steamroll 99.9% of the game.

68
General Discussion / Re: Am I the only one?
« on: September 16, 2019, 05:24:42 AM »
Just use phase ships.

I hated piloting and just carrier spammed or used a Capital, but then I used my first Shade and never went back.

If you get good enough at abusing phase ships and their systems, you can hit up to one ship (and sometimes, two ships) your size. Shade's EMP emitter absolutely *** on frigates and dunks on destroyers if your good enough. It can even put cruisers out of the water depending on what type they are and what shields they have.

Harbringer literally disables ships, and with triple phase lances, you can wipe out cruisers solo.

Doom, well, doom is doom. Put shiny blinky rocks around your enemy and watch them explode while your in the safety of phase.

69
Suggestions / Milk Run Failures
« on: September 16, 2019, 05:11:57 AM »
I have a suggestion to make the "milk run" bar missions, where you ferry goods for people, less punishing. What I mean by that is sometimes there is literally NO WAY you can do a mission; by that I mean you get to the drop off point, and its a pirate base. You get attacked by a pirate fleet, and are forced to fight because you are unable to disengage as you have a huge fleet.

You win but now the station refuses to trade with you, so you cannot make your delivery, and now your ***.

Why do I say this? Because now a max strength death fleet bounty hunter will prepare to come after you and dunk on your day because you can't do the now impossible delivery mission and inevitably fail.

What I think would be good is if, like when you can't hand in your payment for the Tri Tachyon loans and ask for more time, you  can do two things:

"I can't do this delivery"
"I need more time to do this delivery"

The first one makes you lose 10 rep with independents, the other one makes you lose 5 but gives you an extra 60 days. It makes the delivery missions make sense (because sometimes you literally cannot do their mission due to this or that reason and have to abort). And would make sense in a lore sense; why would you send a max strength death fleet against the guy who is 100/100 Cooperative reputation with Independents and is known to have a good track record with deliveries but just can't make your delivery?

70
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 15, 2019, 08:32:31 AM »
Can the Prism Freeport be destroyed? I know I found this thing once, but can't find it anymore (been searching for over 2 hours straight now), neither does it show on the independent station list, nor when checking for buyers/sellers for products (which was a suggested method to find at least a direction).

Is there any other way to get the location (if it isn't destroyed) of this damned thing?

Its in the center of the map.

So if you didn't use Randomized sectors, it should be around Askonia.

71
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 13, 2019, 01:42:22 PM »
I think permanent "mega" fleets are possible in every core world. Just use the code that Named Bounties use except make it so that every major factions Core World has a "Admiral" that is in the Military tab, and Admirals get a capital ship with 10 level 20 officers and all capitals / carriers.

Just spit balling ideas.

72
Mods / Re: [0.9.1a] Missing ships mod
« on: September 12, 2019, 03:45:53 AM »
Sorry for double post but I have had this mod for a while now and can't find the Expedition in any of the markets. Ive searched open market, black markets, and even some military markets and nothing.

What factions sell the Expedition?

I cant even find it in the codex, while all the ships look great,  as someone who enjoys the exploration and salvage playthroughs that was the biggest catch for me.
Im assuming theres probably just some small bit of code thats preventing it from showing up in game.

Yeah same, I love me some exploration ships. But its like the only ship that doesn't show up anywhere.

73
Mods / Re: [0.9.1a] Missing ships mod
« on: September 11, 2019, 01:57:51 PM »
Sorry for double post but I have had this mod for a while now and can't find the Expedition in any of the markets. Ive searched open market, black markets, and even some military markets and nothing.

What factions sell the Expedition?

74
Suggestions / Re: A plot to overthrow the late game.
« on: September 11, 2019, 09:36:08 AM »
I mean the mechanics are already there to make colonies a necessity, not just a money printer.

For example:

You start during Cycle 210 (or was it 206? I forget) as whatever setup you started with. After a couple of cycles (say, for examples sake, 212), a grand quest is activated. What is this grand quest? All factions report "strange readings" and "sensor pings" in deep space. What does this mean?

Well, you know all those low, medium, and high beacon systems? High beacon systems, starting from 212, start sending out "expeditions". They basically go to a star system near the high beacon system, and create a "low beacon" system. This "low beacon system" gets a new type of remnant station called a "seed nexus"; it only spawns low level Remnant fleets, up to Flugents at most. If its left to its own devices, after 1 year (or cycle), it becomes a medium beacon system. After 3 years (or cycles) it becomes a high beacon system... and repeats the process.

Unless your a speed running god, or just got really lucky in exploration early, you will most likely (at best) have a medium level fleet in 3 cycles. Enough to help stem the tide but not enough to stomp all the high beacon systems.

Hence, you need a income source thats reliable. You need a colony.

Colonies are now both a revenue source, and a necessity, as you have to wipe out the high beacon systems to end the AI threat. If that wasn't enough of a problem, if you start wiping out Remnant Nexus's, you get Remnants invading your colonies in increasing scale, and you have to fight their fleets in hyperspace as they will regularly comb them to find and exterminate you for trying to stop them.

Many mods already do all the above in bits and pieces (Nexerelin for Remnant raids, Ruthless Sector for Remnants in hyperspace, Nexerelin again for colonization if code is tweaked could allow Remnants to do it as well), and the base game has a lot of this code / features already in place, it just has to be tweaked.

This gives the player a overarching enemy that you don't have to deal with.... however, if the Remnants are left unchecked, they will get closer and closer to the Core World till they can begin invading all the major factions. And at that point it would be too late.

75
General Discussion / Re: Massive Pirate raid upon founding colony
« on: September 11, 2019, 08:30:25 AM »
Are you playing vanilla? If you are, don't bother with colonies late game till you have a death fleet, and never selling blueprints on the blackmarket, otherwise you will die to pirates.

The issue in Vanilla is the Player is the ONLY PERSON in the ENTIRE SECTOR that does base bounties, which means, if you never take out pirate bases, they will grow to maximum fleets and defense, and will use the latest blueprints they have available. This means if you sold them a Paragon blueprint and have a max level pirate base near your colony star system? Be prepared to get owned by a death fleet with paragons in it when they raid.

You can fix this by either destroying pirate bases periodically (when they get bounties on them or else its unprofitable) or constantly raiding pirate bases (which destabilizes them after a while while giving you free loot).

That or use mods like Nexerelin, which have factions send out base strikes on pirate bases periodically to keep them from getting too big (and you can do this with your own faction as well).

But yeah, you probably got destroyed by a start of game pirate base you didn't destroy which has grown to max level and has capital ships in its fleets due to that.

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