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Messages - Leight

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1
Suggestions / Re: Reverse Engineering
« on: December 20, 2018, 05:33:37 AM »

Furthermore, even if you completely ignore the colonization aspect, I find it impossible that you're pretty much the only one going around exploring the outer sector (excepting a few independent fleets). Given the relative abundance of blueprints found all over the sector, something that wouldn't be lost on any of the factions in-game, it makes no sense that A. they haven't been picked clean long before you showed up and B. the existing powers (minus ludds and pathers) aren't already utilizing those blueprints (except for what they had pre-collapse), especially the Hegemony who definitely have the manpower and ships to spare for mass-exploration.

That's what i wondered about too, another idea of mine would be the ability to trade with scavenger fleets or some hidden Scavenger Outposts in Systems where you can trade blueprints for others (2:1 or 1:1 + a large sum of money as an example) -> black market trading, not everyone has use for these blueprints and they will get you a huge profit if you sell them... ;)

Even in core worlds there are still ruins which you can explore for blueprints, right next other factions "main" planets...


2
Suggestions / Re: Reverse Engineering
« on: December 14, 2018, 02:18:21 AM »
I'd say please reverse engineer coca-cola before you try to reverse engineer a spaceship.


There have been many cases of reverse engineering in the first and second world war as an example if you want to go down that route.
Chemicals and Hardware are entirely different things.

Additionally we are already able to restore a basically completely wrecked ships(several D-Mods) to pristine Quality, even if it is from a different faction.
How is this possible without any knowledge on how the ship is build and how the technology works??

As an example take a Paragon with Compromised Armor · Compromised Hull · Faulty Power Grid · Glitched Sensor Array · Unreliable Subsystems fly it to a Hegemony Station and restore it there to pristine quality.
This ships is basically falling apart and this seems to be no issue at all.

You could spin this around all day, i just wanted to know peoples options on the idea itself. At the moment Blueprints are a "lottery" and it only gets worse with more faction mods, either you increase the loot of Stations or you put in a feature like this as a compromise.

I would rather have a feature or mod that makes something like this possible for a high cost/investment than having Research Stations/Ruins spit out more of these "ultra rare" Blueprints or no duplicates.


Just to clarify again: I enjoy the current blueprint system but i think that something like this is needed, even if it is a secret blueprint black market where you can exchange blueprints that you dont want/need for others for extremely high prices.

3
Suggestions / Re: Reverse Engineering
« on: December 13, 2018, 08:13:52 AM »
thanks for the heads up regarding the lore. I have not taken that into account.

The way i see it *if* something like this would be implemented it should not be possible without great investments. Aka an alternative in the late midgame / endgame if you want to be able to produce specific ships.
These are:

- requirements to even do this (Colony, pristine nanoforge, additional building)
- you lose your usable ship(s) of that type
- costs a lot of Credits
- Occupation of Heavy Industries / Not being able to build ships/weapons for a time
- Additional Building slot gets occupied by the Research lab on the planet
 
You could also have it require alpha cores and thus have kind of a reasonable explanation why this works?sorry im not that familiar with all the lore

4
Suggestions / Reverse Engineering
« on: December 13, 2018, 07:27:15 AM »
I've played a fair share of 0.9 for now and what bugs me the most at the moment is the blueprint system.
It's nice if you find really powerful blueprints right from the start but if you want to use specific ships in your playtrough, especially with mods you can get pretty screwed.

One one side it forces the player to adapt and try different ships which is good, but if you really enjoy piloting ship x/y as an example it can be pretty disheartening at times.

What if you could build a building in your colonies to reverse engineer ships?

You could need a different amount of Ships/Weapons per type to successfully reverse engineer.
As an example 4 for frigates, 3 for destroyers, 2 for cruisers and 1 for capitals. These are lost in the process.
Cost is 2x(?) the cost of the ship(s) as an example.
Time needed is the cost divided by the amount your heavy industry can put out.


Example:
All numbers are made up

Buildings needed: Reverse Engineering Lab, Heavy Industries with pristine nanoforge
Ship you are trying to reverse engineer: Paragon, lets say the cost of the ship is 500 000 Credits
Reverse Engineering cost: 1 000 000 Credits
Heavy industry on that planet can put out 100 000 Credits a Month.

-> You sacrifice your Paragon, 1 000 000 Credits and your Heavy Industries is occupied 10 Months to get a Paragon Blueprint. For this time period your Heavy industries cannot produce ships/weapons on this planet.


In short you are using your Heavy Industries ability to build ships to instead disassemble them and the Engineers/Scientists record the process to create a blueprint.
It would be an expensive and time consuming process but if you really want some specific ships it is a 100% guarantee to receive it sooner or later.
And you still need to conquer/buy/find the ship of your choice by normal means.

Thoughts?

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