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Messages - RawCode

Pages: 1 2 [3] 4 5 ... 34
31
General Discussion / Re: Don't jump into "Very High" danger systems
« on: February 09, 2019, 10:27:09 PM »
well, very high is very high for a reason!

32
ATM we have CR system in place, ammo limits are redundant to CR.

ship already can't just fly around forever.

ammo regen for everything will make combat much more interesting, as player will be encouraged to use missiles as soon as possible to get second set before CR run out.

33
disruption should have multiple separate effects:

1) Disable industry completely for time, related to building time of said industry
2) Disable bonus from colony size
3) Gradually restore production bonus over time

As result, 900 days disruption of starport, that can be build from scratch in 15 days won't be illogical, as you will get starport in 15 days back, but that starport will have performance of zero size colony and getting all bonuses back will take time, similar to time that was required to get said bonuses.


34
really good plan*

now please explain, how player should enjoy hour long hyperspace flight, that feature zero interactive elements, with exception of holding "shift" constantly.

There is nothing to explore, and loot grinding can be implemented as "instant dungeons" or just repeatable quests that spawn more different stuff to fight.

For "exploration of interesting systems", putting "hyperspace anomaly" system that regenerated each time player enters it will have exactly same result without any side effects related to tedium of traveling around.




*no

35
it's implied that nature if disruption related to infrastructure damage, not industry "destruction".

if you have railroad network disabled, it does not matter, will you rebuild fuel factory or not, as fuel just can't be delivered to starport or processed by starport.

only logic and immersion breaking part is lack of partial recovery stages, production should not start instantly at full capacity

36
Suggestions / Re: Minor UI Tweaks for Pulsars and Market Shortages
« on: February 04, 2019, 02:00:53 AM »
hovering mouse over system tell you star type...

37
General Discussion / Re: Any tips for a pirate playthrough please?
« on: February 04, 2019, 01:59:09 AM »
it will be "vendor trash" and just inferior version of conquest.

ATM pirates are only useful to grind reputation for normal factions

38
General Discussion / Re: Any tips for a pirate playthrough please?
« on: February 03, 2019, 06:29:19 AM »
91a will fix imba colonies

IMHO pirate run is waste of time and quite frustrating, mostly because pirates have no special content behind.
Unlike tritach or hegemony, that award player with powerful ships, pirates just neh.

39
Suggestions / Re: Minor UI Tweaks for Pulsars and Market Shortages
« on: February 03, 2019, 06:24:25 AM »
because you should jump into planet that will shield you from beam...

pulsars are perfectly fine and do not need any change or warning, IMHO, game should adjust rotation of pulsar on jump to always hit player...

40
Suggestions / Re: (spoiler) Battlestation range
« on: February 02, 2019, 08:21:31 PM »
issue will be fixed in next version, you will get 300 points to fight station, this is 5 paragons deployed at once.

41
Suggestions / Re: Transponder warning for Transverse Jump
« on: January 30, 2019, 12:37:12 AM »
this game do not need carebear stuff in every corner.

lets add confirmations everywhere!

42
Suggestions / Re: Combat Endurance 2
« on: January 26, 2019, 08:03:26 AM »
probably we should count useful skills then?

combat is:
affinity 1
combat endurance 1
speed 1
evasion 1

4 of 27 wooping 15% of actually universally useful skills, rest is conditional or not actually worth skill points if you take in account other skills, especially technology branch, that have every skill quite useful.

43
and this "hardcap" do not include fleet with ever single salvage gantry...

44
Suggestions / Re: Combat Endurance 2
« on: January 25, 2019, 11:35:24 PM »
issue with CR is quite simple...

getting skill will give you +25% peak time and level 3 will give one more run

getting one more ship of equal design give you 100% peak time and two deployments for quite easy to farm "money" (if you chain deploy)
and you can scale this by getting more ships.

as soon as you get industry and blueprints, all ships instantly become disposable, ever capitals, as you can recover any losses, and ever play trope "we have reserves" and act quite similar to AI not ever trying to minimize losses.

this is reason, why 75% of skills are trash and rest are must have.


45
General Discussion / Re: New and Improved Escort!
« on: January 25, 2019, 10:44:38 PM »
this will make combat a bit harder, still current implementation of AI is no match for a player.

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