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Messages - RawCode

Pages: 1 ... 32 33 [34]
496
Suggestions / Re: Battle Repairs.
« on: February 26, 2012, 04:02:17 AM »
actually any damage duaring combat shoud be permanent, got engines offline - gg, count yourself disabled, few times reactor gone overload - no more shield.

combat shoud be faster and punish for mistakes much much more.

ps. also shields shoud be narrow and slow, currently there is no way to hit AI ships since they never mistake and just sit behind shield.

497
Suggestions / Re: Fleet Cap
« on: February 26, 2012, 03:54:19 AM »
player shoud have small but elite fleet with upgraded weapons-armor and soo on to have technology and firepower advantage but hurge size penalty.

498
Suggestions / Re: Ice Cladding
« on: February 26, 2012, 03:51:56 AM »
wtf?

you want to protect your ships from 560mm gunfire with ice?

499
Suggestions / Re: 2 Mild suggestion (locational armor + ship boarding)
« on: February 21, 2012, 01:13:35 PM »
actually we need ability to really customize ships, changing engines, removing some weapons and armor to get speed bonus.

for weak points, some ships need really tought armor on front or sides or somewhere, as effective as shield at adsorbing damage, possibly equal to hull integrity, this will allow player player to have two shields at time - onmishield to catch missiles and armor to catch gunfire.

500
General Discussion / Re: Scrapping instead of boarding? maybe Dismantling?
« on: February 20, 2012, 06:50:49 PM »
basic crafting will be nice addition, scrap 10 random ships and get resources for new one.

501
Announcements / Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« on: February 20, 2012, 06:48:15 PM »
50% chance for wing and slim chance for ships.

ps. any way to define fleets directly from code? datafiles are fine, but api lack this extremely usefull ability. (i want to fill world with random single ship fleets just to test hull against each other.

502
Suggestions / Re: Flux as a weapon or propellant
« on: February 19, 2012, 02:03:21 AM »
flux venting shoud damage ship if it already damaged and shoud be much more slower if ship nearly disabled by damage.

503
General Discussion / Re: Ship Naming!
« on: February 19, 2012, 01:12:54 AM »
why not to reference something much more funny than gods, simething like ISS Ishimuna ISS Exterprice will be much more better then lock and skadi

504
General Discussion / Re: Hidden Secrets of the Loadout Masters
« on: February 18, 2012, 09:14:21 PM »
wolf with PD lasers heavy blaster, 25% range and maxed flux able to solo ever large pirate fleets, heavy blaster oneshot kill fighters and with nice aim you able to destroy wings in no time.
missle racks removed to allow more flux

505
General Discussion / Re: 0.5 feedback
« on: February 18, 2012, 07:01:46 AM »
Pirates currently is regular army with brand new ships in perfect condition, regular crew, and fullset weapons, this is not right.

pirates are scum, they shoud pilot junk ships or outdated ships, possibly ships shoud lack shields or use less effective weapons - engine.

also minor portion of damage shoud go permanent and shields shoud also take some *permanent* damage, currently AI may circle around or sit behind shields without any chance to damage it.

For shields - more damage shields adsorbed in combat - more damage it take or minor portion of damage go diretly to hull.

For permanent damage - both hull and weapons health drop permanently and can be restored at stations only, pirate ships spawn already damaged.

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