Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - braciszek

Pages: [1]
Suggestions / Capital Neural Integrator Dynamic Cost per DP
« on: June 23, 2023, 03:32:44 AM »
Hello all,

Regarding Neural Integrator, the OP cost of the capital version of this hullmod is a steep 50 OP. This was a fair concession for the Radiant, at the time the only capital droneship that could be equipped with the hullmod (by the player through legitimate means).

However, we now have a new capital droneship, the Nova, which is priced at 40 DP and nowhere near as dangerous as the infamous Radiant. Whether it's a friendly ship or an enemy ship, it has a habit of getting in situations where it is easily killed. Its effectiveness is greatly improved with player piloting, but it has less OP than a radiant and is nowhere near as invincible or overpowering as it. Also ignoring how much of a skill point sink double dipping in tech is just to pilot one...

That leads into the title of this suggestion. Have a cost for the capital version of this hullmod be based on DP to allow for its expense to remain the same for the Radiant and be less punishing for the Nova.

A simple formula that is a base 30 OP cost + the ship DP cost over 40. Such that the Nova's cost would be 30 OP, not cheap by any means, but the radiant's cost would remain 30 + 20 = 50 OP. Admittedly, this is not my own suggestion, but it's an annoyance many players share.

Conceptually, I think it's solid, assuming it does not open a can of worms. This is merely to remove the punishing costs of the hullmod for capital hulls as a result of its balancing around the Radiant - hullmods are usually not balanced around a particular ship in mind. There would just need to be a UI explanation as to why the cost is different to explain the formula. Then we would be free of the "Radiant tax" associated with the capital version of the hullmod.

I have no clue how difficult it would be to make this in the game, but it is a change out of reach for modders, and it would benefit the several other mod capital droneships that exist. Most of them are balanced under the Radiant, and the hullmod's OP cost becomes noticeably prohibitive...

General Discussion / Bounties Can Get a Bit Excessive
« on: March 31, 2021, 09:12:08 AM »
Before I start, I want to say that I enjoy challenges, and I only complain about difficulty in a matter such as the one I am about to describe.

I accepted a Contact bounty mission for a harder challenge, and it happened to be a remnant fleet.

I thought it would be reasonable to take down like a normal Ordo using a significant fleet, but when I encountered it, I noticed that it had EIGHTEEN ALPHA CORE OFFICERS (meaning that they were all level 8 ).

Seriously? Without having a whole bunch of mercenary officers of my own, I was at a DP disadvantage, not to say that a billion high level officers would be a pain to defeat. I tried fighting several times with different ship compositions, but my ships kept on getting overrun and destroyed - there's just way too many officered ships!

I could not kill enough Remnant ships to wear down the officer count without losing a bunch of ships. I wasn't in the mood to engage this fleet until finally they had a normal amount of officers.

I decided to be lame and lower the battle size down to 200 and use the
to destroy everything but two radiants and a brilliant. Then I was able to clean them up with only a couple minor losses from tempests after retreating and redeploying (so it was then 3 officers to my 11 and I had the advantage)

This is not great. I shouldn't have to resort to the highest cheese to be able to terminate this fleet without a stupid amount of losses.

Someone suggested that Remnant fleets should not be allowed to have mercenary officers. Would that be fair? Seriously, eighteen level 8 officers... on mostly pristine remnant ships...

[attachment deleted by admin]

General Discussion / No One Knows the Phantom or Revenant
« on: March 31, 2021, 04:01:08 AM »
Unless I am missing something or I have overlooked something in the faction files, no faction seems to know these ships.

Thematically TriTachyon would know these ships, but they do not. Interestingly, I have heard that you can place a production order for either of these ships via the new means to order faction production from contacts/bar events. They have the "req_military" tag, which I would assume contributes to the exclusivity of ordering these ships from these events. Admittedly, I have played the update for practically 20 hours already and have not had the chance to check this.

Other than that they do have rare BPs which I assume drops in the wild like any other ship BP. Recoverable derelicts of them can also spawn throughout the sector.

It's interesting if this exclusivity is completely intentional as a means to balance the concept of these ships in some way (so getting them in the first place or getting more is slightly difficult).
Although people seem to be complaining that certain stealth missions are still too difficult to complete for their payout even with a full phase fleet with ships like these, so I find that interesting.

Someone just submitted a report that these ships also count as combat ships for the sake of phase corps' bonus, despite these ships having no offensive capability whatsoever. That's also a bit lame (especially considering that the bonus for the skill maxes out at a low deployment value and phase ships are typically high dp for their ship class).

Suggestions / Modifying Skins of Ships Ingame
« on: October 17, 2019, 07:03:38 AM »
Hello all,

I am new on the forum, so this suggestion was probably made already a long time ago. I bought Starsector a couple weeks ago after seeing gameplay on Youtube, and I've been playing it since. I was wondering if it is theoretically possible for there to exist such a feature that would allow you to change the skins of ships ingame (and by changing skins, I mean just recoloring them). After you enter the colony phase, you get an itch to mark everything as yours, and the nicest way to do this would be the ability to change the appearance of your fleets to your liking. I don't know how the game works, but this kind of customization feature would greatly satisfy my obsession with homogeneous looking fleets. I am a new force to be reckoned with in the sector, and I can't go around flying a hodgepodge fleet of everyone's ships with their respective markings. Of course, I always name my faction the Imperium of Man, and my mission is to reunite humanity by conquering everyone.

Pages: [1]