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Messages - BanjoJohn

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1
Suggestions / Weapon suggestions
« on: November 23, 2020, 05:02:55 AM »
So I'm just wondering if a few weapon ideas could be added to the game, might make things more interesting, might not.

the option for weapons to have a "focal point" of some sort, the focal point would be the distance where damage is maximum, and then it would drop proportionally as the distance gets farther from the focal point.   This allows for two extremes and variations in between.  One extreme is that you could have weapons that deal max damage when point-blank and then deal less damage up to max range. Second extreme are weapons that deal max damage at max range, and then less damage the closer the target is.  And then of course any variation in between where the focal point could be set between the min and max range.

instead of a focal point, allowing defined "range bands" between the min and max, and the damage done in each band, say.. for beams,   or.. maybe there's a special missile or projectile that loses potency the longer it has been travelling, would mimic the effect while being easier to do?


Maybe I just haven't seen it in game yet, but some kind of AOE burst coming from the ship might be an interesting weapon type, like an energy wave rippling out or something, it would be set with different angles, like.. 360 would be a wave that expands out as a circle from the ship, 180 degrees would just be coming out from half of it, etc. Maybe it would be too chaotic with the battles i've seen so far in the game being fairly closely bunched with friend and foe that the changes to ship AI might make it not worth the time, but it's an idea.


2
General Discussion / Re: General Thoughts from a new player
« on: November 20, 2020, 01:21:02 PM »
Personally, if there are no laws, there are no outlaws.  I know we probably won't get this in game, but a "regulation of economy" slider would be interesting, with no regulations you'd get no pirates, but maybe other outliers, with highest regulations you'd get more pirates, because more things would be outlawed so more people are breaking laws because of just how many laws there are.   Just an idea, maybe impractical, maybe doesn't belong in this game.

3
Thanks, Alex!  I'll set up some formulas and check the values I have when I get back home.

4
I guess I'll just need to increase my sample size to see if it is just my bias.   

Here's another little question, what exactly goes in to calculating the supplies used per day when ships are damaged/repairing? My current playing around with values in my mod has made the supplies used per day jump up from normal to +50 supplies used a day with only one ship in the fleet.

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So I modded  a ship into the game. It has shields. It's working in the game. I can turn the shields on when I directly control the ship. When I fight pirates who have the same ship I modded into the game, they can turn the shields on.  I do not notice the other ships in my fleet that are the same ship that I modded into the game ever turning on their shields.   

The base Ship_Data line that I copied and changed to make my ship was the Hammerhead,  is there anything I might be missing that I need to add to make sure that whatever controls the ships in my fleet know how to turn the shield on when needed?

Help me moddy-wan kenobi, you're my only hope.

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Modding Resources / Re: [TUTORIAL] Intro to modding for complete beginners
« on: November 13, 2020, 11:11:46 AM »
EDIT: Okay I figured it out, lol so silly.  I had my folder named "varients"  instead of "variants"

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