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Messages - Dreyven

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Blog Posts / Re: Combat Readiness
« on: February 22, 2013, 03:28:01 PM »

There *is* a stat exctly like that, btw. As a nod to symmetry, not ALL frigates degrade during combat (the Brawler doesn't), and not all destroyers don't (the Buffalo Mk. II does). But, only having capital ships be exempt from this is a really interesting idea. Definitely something I'll keep in mind while seeing how this plays out.

But what about the beatiful, the magnificent Omen?
It would break my heart to loose my missile/fighter shield in long battles

General Discussion / Re: Phase beam... most pointless gun ever.
« on: February 20, 2013, 01:48:49 PM »
Sad thing about all beam weapons are that once Alex put higher level NPC fleets in, against some ships firing beam weapons will cost you more flux than your target.  Heck, they might be in that situation already against certain ships but I didn't do the math and only math I read was done on advanced tech ships with elite crew so IDK about that yet.

That's why i'm a cultist of the graviton beam...
just get any ship that can field 3 graviton beams and you are golden!

Blog Posts / Re: Combat Readiness
« on: February 19, 2013, 01:06:48 PM »
It sounds like a really good Idea.

Just make sure you get the recharge right, over time and with supply cost seems like the perfect choice.
Important is that High tech ships need a HUGE amount of "CR Points" which they loose at a significantly faster choice.
So that they are really expensive in supplies and if you do decide to just use 1 Hyperion, you will run out of supplies after 1-2 battles.
Or, maybe an even higher cost, this might give "Freighter" type ships a real Position inside fleets.

I also like the possibility to give each ship a specific "low on CR" Talent, similiar to ship systems this will make ships much more unique.
A Hyperion below 25% CR could get it's shieldwidth reduced by a certain amount, or it might get -70 speed.

Hmm. I get what you're saying about carriers, it makes sense mechanics-wise, but seems a little arbitrary - after all, the specialized equipment carriers have seems unrelated to, say, letting the power junctions inside a frigate cool off. It'd be tough to sell this visually in way that made it clear what's going on. Kind of reminds me of munitions ships, actually. Neat idea, but kind of clunky-seeming in practice

What about assigning this role to Freighters?

Maybe Firgates get worse in Combat because they run out of supplies and every repair is just jury rigged (and they can't "turn" the multi purpose supplies into what they need while they are in combat)
This means Freighters could get a new system wich allows them to drop a supply crate (3 times per battle?)
Once the Frigate picks up the Crate, it stops moving and can't do so for a certain while and after that it gets some CR points back and can head back into the battle

Suggestions / Re: A large AM Blaster
« on: July 12, 2012, 12:53:37 PM »
Stupid idea...

think about a weapon that can oneshot your low end destroyers and high end frigates...
loosing 10-20k credits per shot is pretty horrible if there's nothing you can do about it

also, there's no way to oneshot ships with shield, a shield will atleast absorb 1 hit, no matter how big

Suggestions / Re: Flight Decks
« on: June 19, 2012, 03:37:02 PM »
Increased flight decks?  Where will the added flight deck go?

strapped onto the outerior of the hull...
with ducktape

General Discussion / Re: Question on Balistic Weapon Ranges
« on: June 19, 2012, 03:13:08 PM »

Well... yeah i guess there would be a chance... but you can't really put that into a game

It would be terrible from a gameplay perspective, because it would be way too random to be any fun for the player.

wasn't that what i just said? XD

General Discussion / Re: Question on Balistic Weapon Ranges
« on: June 19, 2012, 01:16:18 PM »
Quote from: X4R3H
I guess there would still be a random chance but whatever.

Slightly OT, but if viewed from the sides are the guns all on the topside or are some actually inside the ship? Like the Conquest would look a bit odd being so bedecked with big guns all on the topside, especially for a broadside battlecruiser.

Well... yeah i guess there would be a chance... but you can't really put that into a game

interesting question, especially because in a 3D environment it would be really easy to hide in deadzones if the weapon placements are like they are in the game

i like to think that it's just a representation of the weaponment of a ship, so if you put a heavy mauler in the front... in reallity it would've multiple of them pointing towards the front (some on the top and some on the bottom)
so the weapons in the mounts just determine the ratio of the weapons on your ship and where they are facing, not the actual amount itself

General Discussion / Re: Question on Balistic Weapon Ranges
« on: June 19, 2012, 10:14:21 AM »
That's actually because we are playing in a 2D environment

because we don't have 100% acurate weapons every shot will have a slightly different up or downward motion which will cause the shot to go over or under ships once it passed a certain range

and because the engineers knew how much the shots stray on average, they have calculated the range at which you are unlikely to hit an enemy, even if your aim is really good

Suggestions / Re: Flux Vents & Dissipation
« on: June 18, 2012, 01:36:22 PM »
Beam weapons all the way!
graviton beams are my savior :P

General Discussion / Re: I have a challenge
« on: June 17, 2012, 07:56:43 AM »
Let's switch it up then

mod your maximum FP up to infinity, bring as many buffalos as you like

the winner will be the one who can kill the system defence fleet while loosing/retreating the least amount of buffalos

Also if that was the case than why are explosives ineffective since they go by payload rather than kinetic which would explode on contact with the shield.

because the explosion doesn't cause transfer that much of energy into the "gel"
the explosive gases just force little canals through the gel and exit unhindered through the force field, the disturbance is actually less than the one by a kinetic projectile

btw... instead of a gel it could also be superheated plasma... i think...
this might melt any kinetic projectile that hits it before it can reach the otherside of the shield... although that would mean i lack an explanation why shields use more energy when hit

Shields aren't a problem, because they're physically impossible anyway.  Explain the ship not being destroyed in a single hit.

Ships are made out of Unobtainium

Shields could be force fields (which are more or less a real thing) which contain a incredibly high pressurized semi-liquid gel like substance
when any projectile enters the field it will enter the gel and be slowed down immediatly by ALOT
this causes the projectile to shatter and because of the immense density of the gel it will get slowed down incredibly fast by friction (very similiar to shooting a gun into water)

this means all you need to do is create a forcefield that can withstand the huge amounts of pressure that will be created when the projectile hits the gel



sooo... not quite sure what numbers you are using, but i got much smaller values for a gram of mass

also interesting might be the reason why you don't use 100% as a value in your calculations

for the shield problematic...
if you have a source of energy that can more or less easily provide enough energy to propell something to relativisic speeds,
shouldn't a shield powered by an equally strong source of energy be pretty okay against this object?

i mean... the amount of energy used to propell the object should be the same as the energy the object can release upon hitting something

Suggestions / Re: Hardcore mode
« on: June 16, 2012, 10:09:36 AM »

You can still use fighter wings as much as you like since with the recent changes to fleet capacity you can't realy use alot of fighters without an insane amount of supplies unless you keep it within hangar size.

we discussed this on another such topic...
if you are allowed to use fighters it's pointless...
just fly a carrier and you can use fighters pretty effectively... effectively enough to fight against large groups of enemies

Announcements / Re: Starfarer 0.52.1a (Released) - Patch Notes
« on: June 11, 2012, 04:25:04 AM »


When it's done!

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