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Messages - Drazan

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1
Modding / Re: IE, DIY, and boggled
« on: January 21, 2022, 03:42:59 AM »
Thank you

2
Modding / IE, DIY, and boggled
« on: January 20, 2022, 11:47:42 AM »
Hi can someone help me?
"Industrial evolution", "DIY planets", and "Terraforming and Station Construction"
How do these mod interract?
Which is best, can they be used simultaniously?

3
General Discussion / Re: Formations
« on: January 13, 2022, 02:12:21 AM »
Im literally huffling ad puffing Im so mad I've never been so mad in my life.

Everyone in this thead acts like that i want SS to became a full RTS. I literally said the opposite. Neither do i want ai with "human like reasoning skill". I want some hardcoded behavior to change to be a bit more realistic, nothing new just tweak the existing numbers perhaps.

I would be happy with the ai if the commands were actual commands. Thats all I want a bit more controll over my ship. Everything else can stay the same, just give me a command that makes a ship goes from A to B, and wont start chasing frigates on the way.

So please dont exaggerate my statements.

4
General Discussion / Re: Formations
« on: January 12, 2022, 02:38:17 AM »
Do you see this as an action RPG with AI comrades or an RTS where you micro manage your fleet.
Right now it is none of that. You need to use command, but you have to keep in mind that they are not exactly what you would want them to be.
I do not want it to be an rts, none of us want. I just want to coordinate my fleet a little bit. Maybe add separate more stricker commands.

the AI is not that dumb. It tries its best to survive and play around the player.
It is. It does not. Or more accurately it does when you equip it "properly". "Proper" meaning that exact 2-3 types (sometimes less) of loadaout the ai is competent to use in a given ship. Hence why most of the complains about ai is answered by "huhh your loadout is not optimal". The problem with this is that a ship could be awesome with very different loadouts if it we wre able to make it use different strategies. Right now it is impossible beacuse as you said command are more like guidlines, and we cant expect ships to have drastically different ai for every given loadout.

Formations as suggested here will help in one department, and then make more problems along with it.
Yes. But at least we could only blame ourselfs for those problems. If I order a ship to g and die, and it goes and dies, then it is all right, its my fault. But if I order a ship to defend a point and it starts playing merry-go-around the map chasing a frigate and then dies, then hell yeah im frustrated beacuse i wanted none of that.

The IMPORTANT stuff: It is allright that ships can do thing on their own without orders, awesome game desing. But there should be orders that are followed really strickly so people could try new and interesting tactics.


EDIT: Btw I know for a fact that most players don't stick around for many different reasons, certainly it's not because of "dumb AI".
This is not the first, and sadly probably not the last post complaining about ai, saying that this will make them leave the game. The last time when this much complaining was done was about the new skill system and that got changed pretty fast.

5
General Discussion / Re: We need weapons that counter fast ships
« on: January 12, 2022, 01:49:24 AM »
Fast ships have their place, but in general (by design) they are less powerful both offensively and defensively than slower ships.

They way ai manages flux level this is simply not true.
My biggest problem is that when a slow ship is getting overfluxed it starts to retreat even if they have no chance to do so, instead of armor tanking and shooting their big guns. The same happens during attack, if a slow ship feels like it can kill a fast one it goes after it, even tho there is no chance to do so.
The lack of anti-fast ship weapons also doesnt help. But again the main problem is with the ai and again everyone ignores it.

6
General Discussion / Re: Formations
« on: January 12, 2022, 01:31:34 AM »
This is a constant problem, and everyone exept the "old guard" agrees that the AI needs drastic changes. I dont even thing it would be that hard to change their hardcoded behavior.
The reason why older players dont see this as a problem is beacuse they are so used to this game that they have accepted long ago that the ai is like this. They do nott think its a problem, they think it is a part of the game. Those who thought otherwise didn't stick around long enough to beacame older players.

7
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 06, 2021, 04:03:21 AM »
Nice and important changes, the reworking of the skill system and the phase ships was absolutely neccesary.
And is love the new stuff being added in, but i feel like a few important changes shoud have benn made in their place. (if it is the dev time that is liminting the number of changes we get :D )

First, a nerf/rebalance is long overdue for the Safety Override hullmod. It just gives you too much extra flux and the extra speed you get totally offsets the drawbacks of the range reduction. Please please change it.

Secound, carriers are really in a bad place right now, and with the ballistic weapon buff they are getting even worse by comparison. Some drastic changes are needed. (Personally i would like if we could control the attack craft more directly, but if thats too much...) Just some upgrade statwise would be nice as well.

Both things are highly south after in the community, so some changes would be appreciated.

8
Suggestions / Re: A ruler for the map.
« on: October 19, 2021, 12:43:42 AM »
Love the idea. Also some advanced mapping screen where you canplan a route from star to star and see if yiz have enough fuel for that exact route?

9
I think this is a good idea, and would add more interactivity and excitment for the stealth aspect of the game.

10
Suggestions / Re: Hypershunt/Cryosleeper should have their own Intel tabs
« on: October 19, 2021, 12:09:18 AM »
They should aslo have the range indicated in which they give their bonuses.

11
Suggestions / Re: Combat Notification: Bounty Target has been disabled
« on: October 19, 2021, 12:08:01 AM »
Awesome idea.

12
Suggestions / Re: Adjusting the Ship Loot Option at Stations/Ruins
« on: October 19, 2021, 12:07:01 AM »
I dont think ships are replacing anything better loot. But yeah finding better, more unique ships, and loot ingeneral would make exploration more exciting.

13
Agree. The best solutions of course would be a complete overhaul of the civillian hullmod like what AHandyDandyHotDog mentioned.

14
Suggestions / Re: New Tech Mining / Outpost Approach
« on: October 18, 2021, 11:53:11 PM »
Tech mining definitely needs an overhaul. I would be happy to see something like these outposts in the game.

15
General Discussion / Re: A list of myths and misconceptions
« on: October 15, 2021, 12:59:06 AM »
You can make your ships act reasonably in combat

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