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Messages - Serenitis

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General Discussion / Re: Your One Ship
« on: March 21, 2023, 01:10:09 AM »
Used it so much over the years that I've since decided to play with conduct rules & avoid it, just so I fly something else for a change.

For my AI buddies - Omen.

Maybe mg should just have some AI hints?
Adding PD_ALSO would make them prioritise ships if in range, but still be able to shoot missiles otherwise.
Not entirely sure if that's a great idea or not, but it's something you can do.

General Discussion / Re: Orbital Period of Planets
« on: March 12, 2023, 01:14:31 AM »
Elliptical orbits exist in the 2d space adventure Transcendence and look very cool compared to just circular orbits.
Unless it's been added in a later version than I have, bodies in Transcendence do not move. At all.
Thier orbits are plotted out to make it easier to find things and orient yourself in new territory. The underlying system topolgy never changes though.

An alternative angle to encouraging interceptor use in a more passive manner while also doubling down on the 'pure' carrier angle, would be to give the Astral a unique built-in that allows it to launch additional fighters like the reserve deployment ability, but permanently.
The ability only applies to non-bombers (possibly excluding support types - not sure about this yet given the new addition).

Bombers are more effective because of the recall device.
Fighters are more effective because there's more of them than normal.

Call it Specialised Hangar Deck or something.
This ship has a large internal volume filled with equipment and machinery purpose built for handling and maintaining small auxilliary craft.
As a result, a higher than normal number of Interceptor and Assault fighters can be stored and deployed simultaneously due to thier small size and lack of complexity.
Larger Bomber and Support craft do not benefit from this as they and thier munititions require more space for themselves and thier supporting personnel. And the craft themselves are more complex and maintenance intensive.

But I want to use these pictures for other purposes. I don't know if this is allowed
You can use any image for any purpose you like, so long as it's for personal use and never released.
If you want to make a mod out of them and distribute it, you need to ask for, and recieve permission to do so.

General Discussion / Re: What would a midline capital carrier be like?
« on: March 09, 2023, 12:15:30 AM »
Probably some hyper specialised thing that causes massive arguments whenever it is brought up.
A true battlecruiser carrier, probably. Something fast...
This wretched thing from aeons ago - the engines of a Conquest with "stuff" bolted to the front of it.
Okay number of missiles for support, but none of them face directly forwards.
Respectable number of big guns, but most of them are fixed. On a capital.
The only one of these that isn't fixed is energy, but that's also the only arc that can potentially 100% cover the front with PD. Do you put a Paladin in there or more gun? Who knows, have an argument to find out!


Is there a point to any carrier when Heron exists?
Heron has destroyer level PPT and has to spend a significant amount of it's very limited OP mitigating this (and it already can't really afford weapons), otherwise it can't handle fleet actions that well and frequently has to go home early.
So yes, there are reasons you might want to use other carriers.

Suggestions / Re: Ship horn button (noise in space)
« on: March 08, 2023, 11:28:04 PM »
Have a look at the HMI mod.
There is a ship (or rather "ship") that literally honks at enemies as part of its active system.

Unlikely there will be anything like that in vanilla, so this is probably it as close as you'll get.

Suggestions / Re: Give all capitals and cruisers limited battle self-repair
« on: February 28, 2023, 12:12:18 AM »
If you wanted this ability - give it to the Automated Repair Unit hullmod.
Have it generate just enough flux to remove the extra speed when working, and no off switch.
The choice then presented is: Do I want to trade OP and mobility for more situational endurance?

  • Would likely be more effective overall than the skill, since it would a piece of equipment specifically built for the task rather than some guys kludging something together in a hurry.
  • Can be applied to any ship, not just ones with officers.

  • Costs OP, reduces performance ceiling of ship.
  • Reduces mobility when in use.
  • Can't be turned off.

It doesn't technically need to be a market to generate fleets.

The Strike Commander skill has been retired.
It is no longer possible to get it in any capacity.

Comment in the base table:
removed in 0.95.1a, but kept around for save compatibility

Having thought about this for a while longer, I like the idea, but think that implementing this as a lightning-rod effect is not ideal.
One of the big ship packs from years back had "Logistics" ships that ate up any CR hits from the rest of the fleet, and they were eventually dropped because they just didn't add anything but incentives for gamey behaviour.

If everyone is dead set on Solar Shielding being reworked, consider having it use a similar logic to tugs.
One equipped ship can give some protection to the entire fleet. More ships equals more protection.
It's a dock mod, so it's competing for p. limited space even on civilian ships.

General Discussion / Re: GraphicsLib without Graphics
« on: February 17, 2023, 03:18:16 AM »
If I just turn off shaders, will that be enough?
Just change that single setting to false, and the whole mod/lib just becomes a compatibility package that doesn't change anything by itself.

But objectively this could get out of hand.
Which vanilla ships would cause problems if thier pre-built mods also gave them the conditional effects of those mods (which we don't know yet)?

None of the classes are ever obsolete for me - they just change roles as the game progresses.

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