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Topics - Rune Wolf

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Suggestions / Plot Course Around The Star?
« on: November 18, 2019, 12:49:08 AM »
To the Autopilot: can you not fly straight into a star to get to a planet on the other side of the system? It seems like a simple thing. Skirt the edge of the Corona automatically, because that's all I'm doing manually.

Also, today, the autopilot, when sent to a known planet in Civilized Space, (not some unexplored system where it always barrels right towards the star) decided it would be a good idea to use the star's jump point, burn my ships to cinders, because it was 0.4 days quicker.  :-\

2
General Discussion / What's Your Ideal Salvage Fleet?
« on: November 15, 2019, 10:04:23 PM »
Yes, new player. Yes, first game. But, moving away from "how do I make the ship go?" questions and on to more "meaty" questions. (Yes, I have checked older posts, and the wiki, but if this particular fleet build strategy was discussed, it's not easy to find).

Normal start with Wayfarer and Shepherd.
Decided to try and "just make an honest living" first go-around.

Year 1
With one of each combat frigate (the Wayfarer, Hound, Centurion), Shepherd, Nebula transport (for all the hundreds of survey crew) and a Dram tanker, going after clusters of Survey and Probe missions (and whatever I deemed worth surveying and salvaging on the return trip), I was making something like 368,187 credits each expedition.

Everything I had at this point has a reason for being there. It either A. makes money B. carries fuel or supplies I need C. goes fast (Because time is money and fuel is money and supplies is money). This was getting results, but I wasn't happy.

So little cargo space, every time I found a planet with Ruins, I had to leave most of the rich salvage behind... Same for the sheer number of derelicts, debris, probes (well, the ones that don't have defenses, if they put up a fight, this little of a fleet can't handle it.)

Run-ins with a couple terrifying pirate armadas had me panic-buy anything without "deal breaker" D-mods

Year 3
1 Heron carrier (flag)
3 Captained escorts (Shrike, Centurion, Afflictor)
4 Wolf frigates
4 Shepherd drone tenders (because A. they have salvage platforms, and B. anything slow as a Salvage Rig at combat speed 50, gets caught by pirates)
8 Combat Freighters of various types (Wayfarer, Hound, Cerberus)
5 Dram tankers

This fleet runs out of fuel, runs out of supplies, and even when it doesn't, spends all that 485,144 credits emptying out multiple planets for supplies and fuel. (When even Chicomoztoc doesn't have enough supplies for you, you might just be overdoing it. Just a bit.)

Ironically, I was making waaay more money with a handful of "rustbuckets".

The Problem: this "better" fleet is - barely - running at break-even at Survey/Salvage work. It's NOT profitable.

The Question: What should this fleet be?

What's the ideal size and ships for a Salvage/Survey fleet?

3
Suggestions / Campaign Tutorial Improvement?
« on: November 12, 2019, 01:20:43 PM »
Some feedback as a new player. (You can only test it as a new player once! Then, you know too much...)

One simulated year into play, I found changing course with the mouse (example, to avoid an inconveniently-paced star, or a hyperspace storm lacking in social niceties), would stop the course I laid in, and it was NOT intuitive - for me - how to get back on it. The ships just "coast" to a stop, even though the arrow for the course I laid in is still there. I was resorting to using TAB and laying in the course all over again. :(

Helpful people explained within 5 minutes of my post it's A to autopilot on/off, and S to stop/start. Kudos to that.

I had to know. I just replayed the Campaign Tutorial - did I miss this stuff in information overload? No, it's just not there!
For that matter, changing course with the mouse was something I picked up from watching the game played online.

The Tutorial section for piloting in combat is very thorough, anything I didn't catch the first time, was there when I reviewed it, but IMHO the Tutorial for the Campaign could use improvement to raise it to the same level.

PS - On a somewhat related idea, I tried clicking on sensor blips in the Radar in the lower right - as-if this minimap could lay in a course to anything displayed on it, but no, that doesn't work. It might be an idea for a new feature in the game, though, I couldn't say how much work-to-implement it would be.

4
General Discussion / Resume Previous Heading?
« on: November 12, 2019, 10:17:46 AM »
So, I'm "autopiloting" along when I discover an inconveniently-placed star, wish to circle an asteroid belt, dodge a hyperspace storm, ect. And take manual control temporarily. After that, the fleet just coasts to a complete stop, though the arrow indicating the course I plotted still shows. (So I can manually pilot along the heading, but it's more work!)

Is there some button/feature of a plotted course to "resume previous heading" and let the "autopilot" take over again that I'm missing? Currently the only way I can do this that I know of is to Tab (open navigation) and re-plot the course all over again. This is a royal pain if 5 seconds later I encounter another hyperspace storm.

5
General Discussion / Just Sustained Burn All The Time?
« on: November 12, 2019, 10:12:02 AM »
Started on a Campaign, and I find myself obsessed with the fastest travel time (because time is money) and fuel economy (because fuel costs money).
It seems like just leaving Sustained Burn on is the best? Does it even make sense to turn it off when landing on a planet or station, or going through a Hyperspace Point?

What IS the most efficient Time-wise and Fuel-wise?

(Noted, I've seen turning off Sustained Burn greatly improves maneuverability, for example, when dodging a hyperspace storm or pirates. But other than that...)

6
Suggestions / Combat Command Overhaul?
« on: November 09, 2019, 11:28:46 AM »
First, a shout out to Fractal Softworks for making a good game that runs on Ye Olde Laptop at 60FPS. AND doesn't slow and die on larger battles. OMG  :D

[Full Disclosure: got this game 3 days ago, decided to try out some missions before sinking my teeth in Campaign, scored 100% on Easy, Medium, died on Hard.]

Spare me your most-frequently made suggestions, (explosion mods, overpowered weapons, and unnecessary boarding actions,) because I'm starting to think the "nuts and bolts" of the Command System has... issues.

Flux, it's that important.
While I like the computer readout style, It's not so easy to "dance" my eyes back-and-forth hunting for what my ship is doing, my flux meter, and the enemy flux meter. A Flux Bar over each ship (E.G. the health bar in Zelda Breath of the Wild) would be helpful here. UI options (tick boxes) to turn it on/off for your ship, the currently targeted enemy, all friendlies, and all enemies, would be welcome. For maximum utility, I'd be inclined to color-code it 100%- Green, 50%- Yellow, 25%- Red, 10%-Flashing Alert

Avoid Means AVOID
I'm really not sure why the typical Wolf-Class Frigate assigned Escort duty with the Flagship will be found on the other side of the map, "hugging" the enemy dreadnought or battlecruiser marked Avoid! They tend to "dance with death" at maximum weapon's range until they get hit by the heavy weapons and die.

(Are multiple Avoid.Capture.Attack orders on the map confusing the poor little things?)

Escort means ESCORT
I've tried selecting either "Heavy Escort" or direct arrows to support the capital ships, but either one, the result is the same, Friendly ships hang back (even if twice as fast as the ship they are escorting) use the battleship as a shield, and then the battleship dies.

E.G.
             <HUGE ENEMY FLEET>
              \ \ ||| ///                                  *Everyone is shooting my Flagship
              (Battleship)
 
     (Heavy Cruiser)    (Heavy Cruiser)    *ALL these ships are assigned to Escort me and are content hang back and let me die

(Frigates)         (Carriers)             (Destroyers)        *WHYYYYYY

Ship Formations
Can we have a ship formation option that does something tactically not completely stupid like, say,  cruisers alongside the flagship and light ships on the flanks, like, THIS

                       <The Enemy>
                        VERSUS
                  ^ ^ ^ ^ ^ (Fighters)
(Frigates) (Heavy Cruiser)  (Battleship) (Heavy Cruiser) (Destroyers)
         
         (Carriers)                            (Carriers)

Can I Have Some of That Sweet Enemy AI?
The Icing on the cake is the Enemy AI has an opposing formation something like this ALL THE TIME

(Destroyers and Light Carriers)   (Heavy Cruisers) (GIANT DREADNOUGHT) (MOAR Heavy Cruisers) (MOAR Destroyers and Light Carriers)
                   +++++ (Bomber Wing)  (Frigate)   (Frigate)                     (Another Frigate)           (Frigate)  +++++ (Bomber Wing)
                                                                                   VERSUS
                                                                     (My Flagship)
                                             (My Cowardly Fleet that Won't Escort The Ship They Are Assigned To Escort)
(Some Crazy Wolf Frigate Captains Running Off On A Death-Wish)

...I'm tempted to run an experiment and just GIVE NO ORDERS to see if the Friendly AI = Enemy AI,
but my observation is Enemy AI >>> Friendly AI
with this nice effective battleline all the time
AND use their Giant Dreadnought to pick-off frigates and light cruisers one-by-one, each one obliging by "hugging" the ship marked Avoid.

Give Enemy AI Command Points
Ship vs Ship, I can overload on flux, they can overload on flux, that's fair.
Fleet vs Fleet, I can run out of Commands, they... don't?

I can see late-game campaign is gonna be...  :-[

PLEASE tell me I'm wrong,
There's a mod for that,
Or I'm missing something here?

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