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Topics - SomethingOrOther

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1
General Discussion / Hold key to buy/sell en mass?
« on: January 26, 2024, 07:23:00 AM »
Is there some setting that can be turned on to hold alt (or something) to auto buy/sell whatever the mouse passes over?

2
Suggestions / Spend extra OP on hullmods
« on: January 02, 2024, 11:12:50 AM »
Suggestion: rework hullmods (or add new ones) that provide the player something to adjust, while letting the player decide how far they'll adjust it.

--Example 1--
Hull Overhaul
Base OP for a frigate: 5
Base effect: 10% more hull
Optional: You can spend additional OP on this hullmod to increase the effect, or reduce it's OP cost to gain back some OP, but reducing the hullmod's effectiveness.

--Example 2--
A player slots Hull Overhaul, and spends an additional 10 OP on it, increasing the effect from +10% hull (base effect) to +20% hull.

--Example 3--
A player has a 2 OP left on a frigate, and so decides to slot Hull Overhaul, refunding 3 OP to reduce the OP cost from 5 (base) to 2, concurrently reducing the effect from +10% hull (base) to +7% hull.

3
Suggestions / Humble request: relationship emoji by faction names
« on: November 19, 2021, 08:01:05 AM »
Sometimes it can be hard (especially with mods) to keep track of who's hostile to me. Everywhere a faction name is displayed in the UI, it would be a masssively appareciated Quality of Life improvement to see something like:

 >:( Pearson League

In the F1 view of item pricing, for systems in the starmap/intel view, etc.

4
Suggestions / Tesseracts
« on: May 16, 2021, 04:48:19 PM »
I mean dude what? That's impossible. You have got to knock it off with all these dumb super ships with the move speed of frigates.

5
Modding / ShipSystemSpecAPI's getAIScript() always returns null?
« on: May 05, 2021, 08:15:02 PM »
code snip:

      myShip = ship;
      sai = ai;
      sys = myShip.getPhaseCloak();
      if (sys == null)
         sys = myShip.getSystem();
      if (sys != null) {
         sai.record("sys is " + sys);
         sysSpec = sys.getSpecAPI();
         if (sysSpec != null) {
            sai.record("sys.getSpecAPI() " + sysSpec);
            scr = sysSpec.getAIScript();
            if (scr != null) {
               sai.record("scr is " + scr);
               //public void init(ShipAPI ship, ShipSystemAPI system, ShipwideAIFlags flags, CombatEngineAPI engine);
               scr.init(myShip, sys, sai.shipwideAiFlags, Global.getCombatEngine());
            }
            else {
               sai.record("failed to sysSpec.getAIScript()");
            }
         }
      }
      else {
         sai.record("couldn't get any phase cloak or system!");
      }

getAIScript() returns null every time - even on ships that have systems. What's going on?

6
General Discussion / what it feels like after a year
« on: April 06, 2021, 04:11:53 PM »
I feel like there's no room for any strategy except buying the most expensive capital ships and putting the most expensive weapons on them.
I feel AI is too oblivious and disobedient for any real strategy or tactics. And that's insanely boring.
Frigates are no threat to larger ships except for that lone 1/1000 reaper. There aren't enough slow-projectile-but-very-high-damage weapons for ballistic mounts, and it's the same situation for missiles. Feels about impossible to run a primarily-frigate fleet and do anything exciting.
I feel like the only fights that should be taken are 1-2 stars, but they are usually such an overwhelming victory for my side that it's boring so I fast forward through it.
My fleet's limited by number of ships, not a max fleet points threshold - so it basically never makes sense to fill a precious slot with anything other than a capital ship.
Swarm fleets don't work anyway because they don't act as a coherent group, just a buncha lone wolves that don't cooperate so they get thinned out and lose in any fight that would be challenging enough to be actually exciting.

7
Suggestions / Show more fleet info on bounty intel
« on: April 06, 2021, 10:35:03 AM »
Even if it's an approximation due to some details being unknown.

1. danger rating (stars)
2. at least for the ships that ARE revealed in the bounty intel, let me F1 on them for details like you can everywhere else.

8
Suggestions / Allies just watched me die
« on: April 06, 2021, 10:14:36 AM »
I came to the aid of a Hedgemony station, we wiped out most of the enemy fleet, but there was one fast cruiser that kept kiting me around and I couldn't catch it. I slowly got eaten by fighters and I realized there were like 5 other ships just sitting on the Hedgemony station that didn't come to help me. Ended up losing a big expensive ship. That's dumb - allies (the Hedgemony ships - the guys I came to help - were the ones base-camping guys, sheesh) should come help you not just watch you slowly die.

9
General Discussion / .95a feedback - fuel and supply
« on: April 03, 2021, 05:53:18 PM »
Supply and fuel usage mechanics have killed my enjoyment of this game. It's also pretty lame that AI just straight up cheats and requires neither. That's the feedback - cya.

10
Suggestions / Idea: Combat Doctrine
« on: November 13, 2020, 12:33:02 PM »
Refit screen -> select a ship -> Combat Doctrine button:

#my nearby allied OP - nearby enemy OP; modified by officer personality (if any)
#if greater, try to fall back towards more allies unless we're given an eliminate command
#eliminate command multiplies this limit, modified by officer personality (Reckless increases it a lot, timid reduces it a lot)
Disadvantage Tolerance: <number of Ordinance Points>

#If we're within Disadvantage Tolerance, try to maintain this distance; modified by officer personality (if any)
#overridden by an eliminate command
Engage Distance: <slider of min weapon range to max weapon range>

#the absolute max distance we'll fall back from a received order (enemy unit or otherwise) regardless of circumstances
#modified by officer personality (if any)
Command Adherence: <number of units>

11
Suggestions / {0.9.1a-RC8} AI making bad retreat decisions
« on: November 11, 2020, 10:59:29 AM »
Alex,

Please examine these "AI makes a poor choice" scenarios:

  • When receiving a retreat order especially (but it also happens on just about any order requiring a significant reposition): AI is doing this bizarre "long U-turn" behavior that's making them swing far out into enemy territory (often getting destroyed) when they could have easily, immediately, begun retreating in the correct direction/path which was far safer.
  • AI is pretty bad about getting trapped against map boundaries because they are waiting too long to move in a better direction.
  • especially when executing a retreat-type order- even with fast ships (speed > 100)- ships are very often kissing enemy capital ships on the way by (passing very close, right in front of the main guns) when they could have easily passed by at a safe distance: there weren't encroaching ships that forced the choice of that extremely risky path.
  • Generally, AI is very bad about choosing an escape route when executing retreat-type orders: they just "go down" w/o regard for known enemy distribution even when they are visible on sensors.
  • AI retreating in good condition (flux/hull/low-no malfunction chance) isn't weighing "obstacle" ships in a sane way: if the escape path is obstructed by ships we could turn on the shield and drive right by no sweat - do that. Questions to answer: "What's their DPS vs my flux cap/dissipation?"; "How likely am I to get flanked considering the speed diff between me and attackers and how much shield coverage I have?"

Honestly, I wouldn't mind micromanaging all this...except as it stands AI is PRETTY LAX about immediately starting to move toward my order, command points are very limited, and the control experience is very unlike an RTS that demands kind of micro. Humbly, I hope that you'd fix these AI behaviors themselves rather than punting to player micro - so that enemy AI can behave in a more smart/slippery way too - which I welcome.

12
This is especially evident with Safety Overrides and Erratic Injector.

A ship that can 100% face-plow an entire group of far inferior quality nevertheless cowers back; the "threat assessment" is weighing numbers too heavily (or only?).

The other side of this: capital ships (even with a lot of PD) are cowering back from missile barrages that are doing essentially nothing but make pretty lights and noise against shields. In my personal experience, very rarely does their missile-phobia make sense - they should advance under fire to get in range.

Please fix... :-(

13
General Discussion / Revisiting game after a long time, some thoughts
« on: October 22, 2020, 08:09:12 AM »
I did bounty hunter start this time around.

Due to the random nature of bounty availability- what am I supposed to do? Store all my ships and wait in orbit till something shows up? It was a bad experience that I had a bunch of missions I couldn't do (too far away), and I ran out of supplies just waiting/hoping for something to turn up and ended up having to take a desperate option and lost everything. I don't know what I could have done differently. All my available trade options weren't netting enough money to even cover fuel cost even trading surplus buys to deficit buyers and I didn't have enough cargo capacity to make the only available delivery (bar) mission work out (this was my last desperate effort before losing everything in that bad battle).

I also don't understand how the picket fleets see you go dark from so incredibly far away! I'm way out of their sensor range because after I go dark I see their sensor range indicator coming up on me as they approach- why are they even coming over here like they noticed me when I'm obviously out of their sensor range? I didn't notice any in-game indication or explanation of this behavior and it just feels like "Oh, here comes the cheating AI again!"

14
Suggestions / pd weapons shooting non-threats
« on: March 12, 2020, 07:44:20 PM »
I noticed that ships are firing PD weapons at missiles/torps that won't hit themselves or friends, wasting flux for no reason. Worse, they often seem to slow down to fire at such non-threats, sometimes exposing themselves to additional damage there was zero reason to take.

15
Suggestions / "leash" is too stretchy for slow ships
« on: March 12, 2020, 03:55:19 PM »
I've been noticing that the "leash" stretchiness from rally points, escorts, etc is usually fine for fast ships, but it's really way too stretchy for big slow ships.

In dealing with some high-powered remnant fleets lately I've been constantly amazed how often a really big, really slow battleship will get really far away from their assigned goal (far away from any supporting fire) - and then Remnant capitals will promply teleport up to them and mop 'em up... and I don't see a good way to deal with this, honestly. The issue isn't fixed by assigning different goals or placements - because they stray too far away from the only input I can give them regardless of officer personality.

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