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Messages - FastestDraw

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Suggestions / Re: Militarized sub system needs a rework.
« on: November 20, 2022, 03:55:42 PM »
The +1 burn and sensor fix is very nice for early game smuggling where you don't expect/want to fight (I often go 0 combat ships selling everything for starting cash). D mod mudskippers with it and insulated engines are really credit-efficient, can be purchased almost anywhere. Its apx3K credits for 70 cargo at the lowest detection range.

You can start transverse jump + navigation for neutrino/'faster go slow' without needing to go into industry for cargo.

I wouldn't mind another burn level on them, so they don't fall off in terms of speed compared to cargo hauling, but they still have a niche outside that.

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Someone is welcome to put them into pack and post them to the forums on my behalf if so moved.

Done!

hi,
how do I install it?
it is not on my "Mods..." screen

btw. really nice pics and fits to the game

It should be just drag and drop the folder inside the downloaded folder to the mods folder. It doesn't handle nested folders great, and the download folder and mod folder have the same name, so its easy to mix up.

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General Discussion / Re: What is your prefered piloted ship type?
« on: November 17, 2022, 08:09:59 AM »
I feel like I can get so much more switching out in 2/3 overdriven frigates with combat skills than I can out of capital ships, even though I basically just piloted the big stuff when I started.

Just having one big ship full of point defence and some frigates filled with too many guns is great fun for most combat encounters. More importantly, the smaller overall fleet size makes hyperspace clouds a lot less annoying.

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General Discussion / Re: Question about the marines
« on: November 07, 2022, 04:00:51 PM »
They're mostly a trade good in vanilla - consumed by ground defenses and whatnot. I tend to view them as 'steal something then sell the rest to the pathers for profit'.

There are a few story quests and events helped by keeping them around, but thats pretty much it. There are mods that do a lot with them, mostly by adding more events that have favourable outcomes if you have them.

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General Discussion / Re: No autosave? Seriously?
« on: November 07, 2022, 03:22:07 AM »
A big part of this is that good autosave is serious dev time.

Sure you can write a script that hammers f5 on a timer, but stopping it from trapping you in an unwinnable battle, or interrupting the core gameplay loop is not a trivial task.

Thats before considering that many of the things that can be used to hide saving aren't present in the game - the longest I wait around in an averge game before doing something mechanically relevant is dialogue trees or hyperspace jumps, and both of those are sticking points in the gameplay loop already. There aren't elaborate custcenes to hide save games behind, and the simulationist structure of most of the game makes a lot of the common tricks to hide save/load time less open. The time after the last ship blows up in a space battle seems like the best place, but that has sticking points (oh, I lost a tricked out ship permanantly, and now my save says its gone).

It'd be a great feature for the steam release, but it'd need a slick hidden implementation to make it stick - something like 'save zones' where the game knows nothing important is going to happen (big gap between systems, empty system with no loot, dialogue tree that you can't spam through) to run an autosave, but that really runs counter to the design of the rest of the game.

I'm sure you could build something like that in before 'boss battles' fairly simply - a save before doritos would ease a lot of heartbreak, but it would also give warning for what you go into, which runs counter to a lot of the big moments - that first playthrough where you get blindsided probably shouldn't have tells that people will recognise from other games. The static nature of the core systems could let you build that in when trading too, but it'd take some more work.

An idea is something that rather than trying for a 'pure' save just takes a snapshot of your ships and inventory, then records where you entered the system as a sort of 'restart from here' button where the time has still passed. With other ships/systems being simulated at the same time, that'll have some headaches rolling back the changes you made.

It'll take tweaking a lot of game mechanics, which will then need to be tweaked again as the game's features get more fleshed out. If there is a good implementation in the pipeline I'm all for it, but a bad one will create a lot of tech debt, which means a lot less content overall. An experimental 'this presses F5 once an hour' checkbox seems fairly straightforward, and i'll get behind that, but it also needs a warning next to it along the lines of 'this is experimental and we'll polish it before final release'.

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Blog Posts / Re: Hyperspace Topography
« on: November 06, 2022, 05:29:57 AM »
Hyperspace getting more fleshed out sounds incredible.

One thing I'd really love - reasons to head out into hyperspace in a tricked out frigate with almost nothing else.

Flying hyperspace with a tempest+engine upgrades is fun, where the deep hyperspace slows you less and there is this very real risk thanks to having just one ship with all your supplies in it.

It makes getting into the slipstreams a lot easier and feel a lot more fluid, but basically the only reason to right now is mapping out gates so you can return later, and that one 'sneak the transverse jump' mission.

This system already looks like a neat way to incentivise that playstyle - picking up that increased burn level quick by running around with volatiles and a frigate sounds sweet, but there honestly isn't enough out there for small ships to do in the sector at large, so It'll get stale quick.

Some missions like 'intercept dead drop' with a very short timer and distance to travel, or 'race to X system' where you have a bunch of AI speed 10 ships also trying to reach that system first would be a lot of fun, and help encourage the fun 'go fast' part of hyperspace while minimising the sluggish 'carry supplies and crew to survey planets / salvage wrecks'. Even some missions intended to be completed entirely in hyperspace - hunting solo pirates or weird signals, would help lot.

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Warning for anyone who tries the carrier group I described.

I decided to do some runs so that I could grab screenshots for the carrier setups - turns out it folds like wet cardboard to the drone battleship (which apparently uses teleport to dodge rocket barrages better than phase frigates).

Will be tweaking to see if throwing a gryphon or two into the mix is enough to cope with that, or if more sabots+Xyphos let me lock it down with EMP, but use at your own risk.

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I'll consider it, but honestly spending 3 more OP on more rockets seems fine - the AI is standofish enough that it only really hits the guys that charge, and thats usually when they should fire. Pop in any officer with cautious and pray. Eccm is cool when I've found it and remember to fit it to the ships, but I honestly didnt' bother optimising beyond 'can I save enough points for improved engines' once I stopped having trouble. Still trying to figure out if moving at burn 11 is worth it.

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As a newer player who has never had problems (even when outnumbered and 0 officers), and also leaves my ships on autopilot while I go and grab a cup of tea, fielding lots of light carriers (condors) with a longbow and a khopesh each works great. Usually flagship is a mora with heavy armour & I replace pilum LRMS with more anhilator rocket pods or sabot SRMS on the carriers.

The important part is the fighter wings. 10 deployment points for two wings is really good - most of the time the PD is too busy shooting the missilespam to hit fighters so they get to reload. ~48 sabots and 48 rocket barrages fired into the same clump of ships seems to wear down most stuff, and fighters don't seem to have the 'we ran out of missiles' problem that the actual misile racks have.

Only problem I've had is forgetting to pack crew to make up for fighter losses, but a civie transport alongside a fuel tanker isn't expensive, and the condor seems to show up in most black markets.

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Suggestions / Re: Destruction of Disloyal AI Cores
« on: June 03, 2021, 05:20:21 AM »
While I agree that there should be some more risk to using AI cores, habving them go 'poof' is pretty boring. At least with AI inspections there is a story there, something to do.

A lot of this games strength is that it generates interesting stories; getting AI cores to do that needs an interaction between the player and the uiniverse. Fresh AI rebellions would be dope, more depth to LP interactions, Cores impersonating you to mess with your relationships with other factions - there are endless options beyond 'turn them off' all of which can tie neatly to the various ways the game can be played.

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Suggestions / Re: Change 'automate' to 'admiral mode'
« on: June 02, 2021, 10:08:23 AM »
Seconding the 'press F to see from the POV of any ship'. Would really like it if it wasn't a hotkey for triggering ship systems - sometimes I'm looking from my flagships perspective and accidentally turn off autopilot.

I don't care too much for the other suggestions, but one here is really important - let me start battles with 'auto-pilot' on. I've lost a lot of flagships because I forgot to press 'u' when I start the battle. This one setting in options would be a massive QOL improvement for my 'go grab a cup of tea while carriers fight for me' playstyle.

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