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Topics - ubuntufreakdragon

Pages: [1] 2
1
There were quite a few buffs to low tech ships over the last few patches.
This makes this mission more and more difficult.

2
Suggestions / Some imropvents for combat comands
« on: December 10, 2022, 10:56:30 AM »
It would be nice to have more than one level of attack:
There should different intensities ranging from a berserk all in don't care for casualties to a yea focus fire on it if possible but don't risk too much.
It would also nice to have such levels for the evade order, ranging from flee at all cost to try to avoid but if not possible focus fire.
And it would be nice if the com channel wouldn't break the moment you close the map, but rather decays more quickly outside of map.
There are so many situations where you have to give orders shortly after another that can't be delayed but you own ship requires your attention too.

3
Suggestions / Scatter Amplifier base range should be 400
« on: October 01, 2022, 03:36:34 AM »
I recently tried the scatter amplifier in an assault build, so a ship that uses assault weapons like pulse lasers, plasma cannons, and other guns all having 700 range, a 1000 beam atm gets 600 what's just a bit to short it's really annoying as the main point of the mod was to make beams assault guns.
energy assault guns range from 500 to 700, modded assault beams from 400 to 600.
Also the basis pd beam has 400 range and it just feels wrong if its range is affected.

4
Suggestions / Remove permanent upgrades at the cost of SP
« on: September 24, 2022, 04:58:28 AM »
Don't get me wrong there should still be permanent upgrades, but SP should be used for temporary things only.
S-MOD:
Instead hull mods could gain xp, the more you use a ship the quicker its hullmods level.
the xp increase the effect of the hullmod, a bit.
A 100% xp hullmod can be integrated at the cost of either risking a d-mod or spending some Credits at a dock.
Once integrated xp-limit is 200% leveling it up further reduces op-cost and increases effect or even gain an additional effect.(to make cheap hullmods a canidate)
Removal of an integrated mod should be possible at a cost again Credits or risking a d-mod and all current xp naturally.
This makes old ships more valuable than new ones.
Of cause a SP could be used to integrate an unleveled hullmod.
logistical hullmods could be installed midflight btw. having -100%xp an no effect until leveled.

elite-skills:
they just feel like a remainder of the old 3-tier skills for officers.
Drop them.

colony upgrades:
use Credits instead and may be an industry xp system.
And remove the exponential cost scaling, because an exponential cost can only be overcome by an exponential growth.

5
General Discussion / How would you equip this ship?
« on: September 20, 2022, 10:20:10 PM »
I recently made my first completely new modship, now I want to fine tune it.
First how does it look like, should I make more?
What system might be matching.
And of cause how to equip it?
The game is more or less vanilla besides the new ship.

[attachment deleted by admin]

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Modding / How do I get the coordintas for placing mounts and the bounds
« on: September 19, 2022, 02:21:01 AM »
I tried to create a new ship from the scratch some support cap for the indies, img attached.
How do I get the coordinates starsector uses?
used gimp so far.

[attachment deleted by admin]

7
Suggestions / Decivilization of lvl 7 and 8 colonies: refugees
« on: August 07, 2022, 07:16:07 AM »
Idea if a colony of size 7 or 8 which is unreachable for players get destabilized enough to decivilize by the current rules instead it should loose 1 size level and start a refugee crisis that allows any colony of size -1 to grow 1 level larger, the crisis ends as soon as any colony grows so you get one lvl 7 colony for another one. The crisis starting colony could also just grow back if it stabilizes rapidly.

8
Suggestions / Hullmods could gain xp
« on: June 18, 2022, 07:26:03 PM »
normally a ship get removed from a fleet as soon as a better is available.
How about something that keeps old ships more valuable even if they are not s-modded.
Every action a ship does could generate some xp distributed to the installed hull mods.
the more xp the greater the effect. e.g.
flux distributor: more flux at full level you get 100% of the op in flux
dedicated targeting could gain more range and fight a freshly installed integrated unit.
...
if the mod or ship gets removed the xp are lost.

logistical hullmods could start with negative xp negating their effect if installed mid-flight,
docking at a port auto cleans negative xp.

9
Suggestions / New Hullmod: shieldunfolding point
« on: May 03, 2022, 06:51:36 AM »
We have omni and front shield, but there are ships facing the enemy always with the same side thats not front, you don't really need an omni shield but a fixed shield with a changed orientation.
So haw about a hullmod that does that:
unfold shields at wish degree, compatible with any front shield.

10
Inside a corona efficiency overhaul repairs faster than the corona reduces CR, especially if solar shielding is installed, too.
But as CR is always not full the ship will always be repaired with the increased cost of eff.o. per time.
Detecting take a pack of paragons(or other ship that need much supplies for recover) slap both mods on them save, fly into the corona.
One try disable repairs beforehand, the other with active repair, leave the corona after the same amount of days, in the second wait for the repair to complete.
Although the repairs take extra maintenance supplies because you wait you will have significantly more supplies left in the second run.

11
General Discussion / About the new ships
« on: April 28, 2022, 09:27:28 AM »
While new ships are always good, I don't like which role the fill, there are many good capitals but destroyers need some love, and the high tech package is to thin.
how about a high tech carrier cruiser or a nice destroyer or two.
Idea for a high tech destroyer:
(destroyer are pretty thin when it come to survival frigates evade, cruisers endure, but destroyers die, so how about a fortress shield)
One or two medium turrets and a few smalls, mostly energy an efficient 360° front shield.
Build in mods: hardened subsystems and expanded magazines.
may be a hangar. top speed ~80 (if it's two fast it will escape always)

About the battle ships:
The midline battleship seams pretty strong so it may need a high op cost.
the other two will be either utterly useless or absolutely deadly depending on how close the get to the enemy. I personally dislike this all or nothing.

There is one faction that really needs a fitting capital, the indis:
How about a civilian cap that looks like a combination of Venture and salvage rig.
Armed to the teeth with mediums no large guns. Relative low op cost. (25-30)
Sidewards facing missile hardpoints allowing either a seeship like boardside or requiring guided missiles to be used.
a system for fleet support e.g. consume a wrack to gain a charge and use a charge to repair and/or restock another ship with missiles.
some (2-3) fighter bays enough to support to little to kill.
or absorb another ships (hard)flux...
a 150° omni shield sounds fitting.
build in: salvage gantry, surveying equipment, civil hull. base burn 7.

12
Suggestions / Lower Case Insensitivity when entering Activation Code
« on: March 12, 2022, 09:29:06 AM »
You have to press shift for any letter in the activation key and release it for numbers, quite annoying if you lost your electronic key version and have to default to the printed backup.

13
I just have some ideas I want to talk about, whether they would have unexpected consequences.

Burst PD/Haevy Burst PD:
I don't really use them because they seem to struggle against Sabots, Sabots Split at 400 distance depending on ship size and shield radius the 500/600 range are not enough to reach it in time.
so I was thinking about giving them 200 more range each, but at burst beams have high hit strength against armour it could make them a too strong anti armour option so I could change them to kinetic dmg in exchange for some extra charges...

Ion beam:
Takes up one medium slot for emp dmg, but most ships need this slot for some armour cracking at the end of the day this beam always ends up in storage because other options were better, sad for this emp monster, would doulbing DPS and changing it to HE too strong for a 13 op beam?

Mining Blaster:
Always looks like a bad Heavy blaster, worse efficiency and range and flux expensive to field, it looks like a budget weapon but isn't one and it's range sucks.
What if I halv flux cost and dmg and change it to HE and give it 200 more range, it would get a role where no other gun is strictly better.
And HE really fits it's lore it should crack solid objects(aka asteriods) not shields.

14
Suggestions / Improve of suspend repairs feature
« on: September 28, 2021, 03:28:04 PM »
When you return from exploration 5days from the core with lets say 20-40% CR left on most ships(after a battle against some auto defences) and about 10 days in supplies, and full repair would consume twice the supplies you have, so far common early situation.
The current action would be stop repairs.
Now every few seconds you get struck by an hyper storm, reducing the CR of one logistic ship to 0% allowing accidents, so every few seconds you have to open the fleet screen and resume the repairs for one ship and an in game day later stop them again, a micro hell.
I want an option to limit the amount of CR maximally repaired.

If the implementation is the only issue here I have an idea.
The existing suspend repairs feature becomes a restrict repairs feature.
There is a fleet wide repairs limiter setting that gives a maximum CR and a maximum Hull Percentage for repairs default setting both are set to 0 so engaging the limit repairs is the old suspend repairs feature on default. So the fleet screen only needs to little number fields.

A ship set to restrict repair will only repair/recover if one value is below the threshold, and stop as soon as the threshold is reached.

@SonnaBanana, @ubuntufreakdragon: A lot of that is indeed off-topic; I'm happy to answer, but I'd appreciate it if further discussion of those did not take place in this thread.

Are there any plans for more repair options than full and no repairs?
When you return from exploration 5days from the core with lets say 20-40% CR left on most ships(after a battle against some auto defences) and about 10 days in supplies, and full repair would consume twice the supplies you have, so far common early situation.
The current action would be stop repairs.
Now every few seconds you get struck by an hyper storm, reducing the CR of one logistic ship to 0% allowing accidents, so every few seconds you have to open the fleet screen and resume the repairs for one ship and an in game day later stop them again, a micro hell.
I want an option to limit the amount of CR maximally repaired.

Hmm, no plans for that, no. Perhaps worth noting: you can avoid storm strikes by moving slowly (though of course when you're low on supplies that's not ideal). But I mean you can also avoid storms in the first place.

Just overall, I understand that this can be annoying, but I don't think it comes up often enough to warrant adding a relatively complex UI that will also invite further micromanagement at *other* points in the game. I think this would run the risk of being worse than the original problem, which, honestly - in my personal playtesting, that's happened to me maybe a couple of times total? There are lots of ways to manage things so it doesn't happen, and you can also just absorb an accident or two, since we're usually talking about the home stretch of an expedition returning to core (as you say) so...

I mean, one storm hit, that can happen, but if you're getting ping-ponged by storms strikes every couple of seconds, that's generally something you chose to have happen, right.


I never get ping ponged, if the storms try to I use emergency burn.
You loose more supplies on moving slowly than repairing some CR on the hit ship would cost.
And you often get in those situations unexpected in the early game, there is no realistic preparation option.

15
Suggestions / Colony change ideas
« on: September 06, 2021, 08:13:15 AM »
Military bases could give a system wide stability bonus.

Domain Area stable point constructions could be salvaged for an item the allows its reconstruction at another position.

Colony Skills should be gone completely, there is no point in having them as long as Alphas exists, admin number should be unlimited.

It should be possible to fear of expeditions.

Story point improvements of colonies should increase linear in costs, exponential is just to much.

It would be a nice thing if orbital stations gained extra modules on the upgrade to star fortress, yes the systems are strong, but some eye candy would be nice.

Oh and it would be nice to be able to use an AI core piloting an automated ship for stable point construction and Nebulas could get an interaction option, too.

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