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Messages - K-64

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General Discussion / Re: Why MUST we play the tutorial first?
« on: May 15, 2017, 04:18:13 PM »
Dude, you're making a huge fuss over something that is utterly insignificant and a minuscule inconvenience at most. Like I'd understand a bit of "Eh, it's a bit of a hassle but whatevs", but the overreactions here just make you look like the incompetents you think you're getting lumped in with.

General Discussion / Re: Why MUST we play the tutorial first?
« on: May 14, 2017, 03:19:55 PM »
I really don't see why people are making such a big issue of this. Unless you have some ritual of reinstalling the game every time you want to start a playthrough, it's really a trivial issue. Like treating it as some sort of mortal sin is just... baffling. Truly baffling.

General Discussion / Re: Why MUST we play the tutorial first?
« on: May 13, 2017, 09:09:13 AM »
And I said real people should be allowed to start without the tutorial

Semi off-topic, but what the heck would you class as a "real" person? And would all those that don't fit that mold automatically be "fake" people?

General Discussion / Re: Why MUST we play the tutorial first?
« on: May 12, 2017, 09:10:32 AM »
It's not pointless though. It ensures that new players actually do the damn tutorial rather than skipping because "lel i know it all" and then complaining on the forums with "halp how i move" ad nauseum.

Aren't supplies supposed to represent MREs (hence not needing food), spare parts and likely standardised armour plating (hence not needing metal)? If metal was to be useable as a repair material, then it would likely take far longer than the repairs from supplies due to needing to find stuff that hasn't been pre-shot up and then cutting it down to size and punching any required rivets/fastening points on it, etc.

All-in-all, it just seems like it would add more needless busywork to things that wouldn't see any use

General Discussion / Re: Why MUST we play the tutorial first?
« on: May 10, 2017, 06:42:13 AM »
I haven't needed to do the tutorial. Does it only force you the once when you start the campaign for the very first time on an install or something?

Have some sort of text pop up and say "Oh no! Pirates were hiding nearby and now you have to fight or flee!"

That also has the added bonus of actually being there. There's at least two salvage events that have that exact scenario occur. Now granted one still lets you perform the salvage operation before they ride in to potentially ruin your day, but still.

Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 09, 2017, 02:24:49 PM »
I always found the reliability of getting updates from it rather spotty for some reason. Like maybe 40% of the time did it actually work properly

Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 09, 2017, 01:16:22 PM »
Really? I haven't seen them handing out any bounties, and not only that, they are ignoring the only open bounty they have posted, no matter how many Luddic Path fleets I kill. :l

I was meaning the single-target bounties in particular. Granted, you have to fly by the core systems to get the reward rather than the Diable ones for some reason, but it does work. Although yeah, they are relatively rare those bounties. AI cores are probably your best bet for building up reputation though.

Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 09, 2017, 12:54:36 PM »
Bounties and AI cores get them up quickly enough I found. By the time you can gather the latter, you can reliably survive being enemies with everyone else anyway, so it's a good test of your fleet and abilities.

Mods / Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
« on: May 09, 2017, 06:25:30 AM »
Ah, I did just overwrite the folders, that probably had something to do with it. Although changing the csv doesn't seem to have broken anything since my save loaded just fine. But yeah, looks like the issue was in between the chair and keyboard here.

"Dont deserve to play it" what? Games are something that you play for fun. They aren't a rank, or a badge of honour. You don't need to "prove" yourself to anyone if you want to play a game.

Mods / Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
« on: May 09, 2017, 06:16:22 AM »
Seems the latest version has a crash with the Sensor Drones not being in the ship_systems.csv file. Managed to fix it by pasting from the previous version's file, but just thought you'd like to know and all that good stuff.

There's literally no point in having salvaging take time though. I dunno about you, but sitting for a while doing nothing because some arbitrary system says I have to for "muh realisms" doesn't sound like a fun time. Hell, even with S-Burn, just getting to other systems can take an awkward amount of time, even with acceleration (yes, there's a risk of being intercepted, but let's face it, it's minute). Not sure about anyone else, but I at least play the game for entertainment purposes, and having lots of empty time of waiting on nothing doesn't constitute as entertaining for me.

Also what's with the hostility? It's a singleplayer(!) game about 2D spaceships. Personal attacks over it seem extremely petty to be honest.

Suggestions / Enhanced strike craft controls
« on: May 06, 2017, 11:54:49 AM »
So yeah, we can agree that strike craft are stupid strong in the current version, but this isn't supposed to address that, and despite the title being enhanced controls, it's not entirely the case. What I'm proposing is being able to... withhold your fighters and choose when to launch them in a battle, or keep them reserved further in.

Might be extremely situational, but I think it would be useful in those rare times where your carrier can go faster than some strike craft. Or when you're wanting to keep them out of the battle while enemy PD is dealt with, and even having them on Regroup makes them get swiss-cheesed.

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