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Messages - Kirschbra

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1
Suggestions / Re: Making (some) money should be easy...
« on: April 05, 2024, 01:08:44 PM »
I agree a lot with what OP is saying here. 

literally whole portions of the game become ignored... which is a huge shame.

Agree

1. Hulls/ships - yes, it's true that buying a brand new Paragon from some arms dealer guy is pretty expensive, but this is the exception. Hulls, in general, feel cheap at best, or trash at worst. I feel this aspect of the game needs some serious work, but that's a separate topic.

This can be fixed simply by increasing the proportions in cost from each ship class, make destroyers substantially more than frigates, and crusiers substantially more than destroyers ect.  Make a cruiser be a million, Make capitols even more, 10 mill, balance the numbers, but make that progression up ship classes more expensive.

3. Cool mods for ships - currently this whole system is strangely free, once you've found the hullmod (which is neither difficult nor expensive). This part of the game could also be made more complex and 'gamey' - certain hullmods would be very cheap, and able to be installed just about anywhere, while others would be expensive, require special parts, and/or require special facilities.

Totally agree, adding mods effects ship value I notice, but do they even cost anything to add?  if they do it's so trivial that yea they're free.  This could be another place to sink credits.

Making money is pretty easy once you know what your doing.

People mentioned the new player vs veterans thing, and yea, I forget how hard it is for new players to learn everything.  A lot of us learned how to fly ships before there was ever an economy to worry about.  We got to learn every concept of the current game, one patch at a time over many years.  I try to show this game to people, and I just don't get how they don't know how to fly a ship right lol.  I think maybe the tutorial should include making them use the shift aim - strafe mechanic if it doesn't already.

On the subject of money, there just needs to be more money sinks.  The colony system has been a good fun money sink, it makes players feel established and permanent, like they really matter in the sector.  I'm hoping later in development, Alex implements some of the mechanics nexelerin sort of implements.  With a vanilla capture colonies system, but story line unlocked at some point in the main story line, so that you can have a static sector until a certain point when the player can interact with it.  This also solves the problem of locations being captured and making the story line wonky.  Just have the big war be end game where you can finally bring stability to the sector in how you see fit, or fail in doing so.  Then there could be a big ultra end game threat, sort of like how stellaris does the big end game event crisis.  So just when your like, ok I'm conquering the whole sector, player has achieved ownership of 50% of colonies, BAM Dominion shows up.

To touch on the thread about Story points and S-Mods,  S-mods could be something thats added with high amounts of money and time.  You have to leave your ship at your colony for months for an S mod refit, and make them more expensive than removing D mods.  This is another, what to do with money.  S-mods are crazy powerful, they should be reserved for end game fleets.

I'm sure Alex will flesh out the economy more, the new changes have been great.  This has been my favorite game for over a decade.




2
Suggestions / Re: new commodity: medicine
« on: April 05, 2024, 09:51:21 AM »
I think the plauge system could be interesting...
I think you would also want to implement a quarantine system as well.
That would give opportunities for captains to smuggle to quarantined worlds, but also risk spreding the plague that way.  Which could potentially reduce reputation if your the one to spread the plague. 

The more a plauge ramps up, the more worlds start lockign down, not letting people dock, until they are scanned.  it would be kind of complicated to implement, but I agree that there could be a whole fun mechanic with this.

also, I agree, recreational drugs are not medicine.   If anything I could see it being a part of supplies

3
There are a lot of good points to this...
But I do like them.

The problem is that they do so much, that I'm only using them for certain things, like S mods, Elite skills, and officer elite skills, sometimes mentoring.

But I never actually use them as story points for the dialogue stuff.  Because I'd rather have my ships be good.

I like the S mods, but with the permanency, and loosing story points. I see a lot of the issue people are having.

Maybe just give us less story points per level. and make them only for dialogue stuff.

Every player makes all their skills elite, (except for that one guy that commented earlier)
So just make all the players skills elite, no brainer there.
And as far as officers, just let them pick one skill to make elite, instead of it requiring a story point, just kind of let the officer switch it's elite around. (maybe put a timer on it if you don't want it abused)

As for how to implement S mods maybe just make them expensive like really expensive, like the cost of removing a D mod or even double that.

That also helps with the issue Sandor057 was talking about, with why would a lvl 2 pilot be able to have a an s modded ship jsut because their special.  They couldn't, make that an expensive money gate, and then it will be only mid and late game players having them.  If they are really expensive, I'm not just going to throw them on every ship.  Colonies are set up to kind of be a money sink, just let this be another moeny sink for late game.

4
General Discussion / Re: I love the slipstream mechanics
« on: April 05, 2024, 08:39:23 AM »
I used to hate them, but I find them to be very useful this time around.
The reverse polarity for one is fantastic. 

For everyone saying that by the time you unlock it, the game is almost over.
You may not understand how to unlock it.
You use your scanner on gas giants and magnetic fields and they all give you +5 points. to it.  Just tap that scan anytime your at a gas giant or field and it unlocks pretty quick.
You also get some randomly from going fast as far as I can tell, like using a slip stream, or sometimes even getting blasted by a storm will give you points(from the speed boost)
I think i had a random event at a planet or derelict or something give me +50 points

Just be persistent on the scanning especially if your out exploring this happens quick.

If your mostly doing bounties in the core worlds, you probably wont get it up as quickly.  But it's a reward for exploring to make exploring easier

5
Excellent thank you,

I guess I hadn't really realized how much the skills had changed up as far as carriers and officers until just now.  I thought I was just having bad luck not getting carrier officers.

I do like this new tiered system.

6
Ok thanks,

Do officers still get carrier skills?

7
Are these skills player only skills now?
Come to think of it this play through I haven't found any officers with any carrier skills, are they all player only now and it effects the whole fleet?

8
So in the description, both say in effects
Affects: All Fighters and Grants increased effect to ships with officers, including flagship

Am I to understand that all my ships with officers and my flagship also get a +20% bonus to top speed and the +50% target leading accuracy bonus?
Even if they don't have fighters and I didn't even have fighters in my fleet, this doesn't seem to make sense to me, can someone explain that second part?

9
My key is so old that when I actually need it search my gmail for starfarer and it pops up

10
General Discussion / Re: 0.96a World seed
« on: May 10, 2023, 10:12:46 PM »
Worth noting that the current threat system not only disincentivizes stacking colonies in one system, it actively punishes you for it. Lower tiers of hostile activity penalties only apply to one system.

Duzahk just needs to have one good mining planet, good volatiles on a gas giant, or a good barren forge world. You grab one planet and look for a habitable elsewhere.

Thank you, this is actually an insight that I hadn't considered...  I figure it was better to stack for defending basically... hmmm I'm going to try a spread out model

11
General Discussion / Re: Do you like traveling in the hyperspace?
« on: May 09, 2023, 01:34:31 PM »
Actually generating a few independent worlds to trade with and resupply from in outer space would make a LOT of sense. They would be hidden until discovered and they would be always generated next to the slipstreams. Now that's a good way to make slipstreams useful. An additional benefit would be that founding colonies close to these independents would give you better accessibility.

@Alex
Is it something that would make sense? Just to be a little more constructive here :)

I actually really like this idea...

12
General Discussion / Re: 0.96a World seed
« on: May 09, 2023, 12:42:23 PM »
Alex confirmed to me in another thread, there will be no habital moons in Duzahk anymore.  I rerolled like 100 times before he finally confirmed.  He finally patched it out.

13
Regarding the new update, is it not possible to even try to incorperate 0.95 mods?  they are orange in the mod list and I can't even get it to click,  but Alex has in the mod catagorize list that ones in yellow may still work.  But I can't even try to enable them, am I doing something wrong or is there a work around, or is it just not possible until they are updated?

14
General Discussion / Re: Post Your Remarkable 0.96 Duzahk Seeds!
« on: May 07, 2023, 09:22:50 AM »
@ALex,  well thank you for saving me the time LOL

@Brainwright - you can't speak of [redacted] of knowledge!

15
So I've been re rolling a bunch of seeds trying to find a good Duzahk Seed for easy colonization in the core worlds, but haven't found one yet.  All the good ones I had from other players from .95 do not work with .96  I am wondering if Alex patched out terran moons of gas giants around Duzahk this patch as I've been re rolling a lot and haven't found a good one yet.  I did not see anything about it in the patch notes.  Hoping someone else has found some good ones.  If anyone has any good seeds with Duzahk or even another star close to the core that has some remarkable set up, please share :)

[EDIT] Due to Alex's response, in that he finally patched out anything good in Duzahk, just post any good seeds you find for systems for colonization near the core worlds :)

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