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Topics - AHandyDandyHotDog

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Discussions / Buffalo MK. ll, why does it do that
« on: June 02, 2022, 09:56:20 PM »
Why does it insist on getting as close to enemy ships as possible even though it has literally no defenses whatso ever while stock? Why does it treat PD as if it were actual weapons to be used against anything other than missiles or armorless and overloaded enemies? If can't defend itself from anything that comes at it from the left, or right when its flares get depleted so not being able to use PD on it is painful. I don't think any other ship acts like this, as far as I have seen.  :( :( :(

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I wanted to know if something like this would be a good addition to the game, a log that tells you'll all of the actions you did. I don't know if the game keeps track of it all, but something like this would make the game so much more enjoyable. Preferably it would include a lot of info, like say you destroy a smuggler; it would tell you in the log that you fought a smuggler at Aug 4 206 with your fleet and theirs displayed and the information that detailed their cargo and destination. Or say you wanted to go back to markets you raided after a month to capitalize on the havoc you caused; I know I would have to write it down to remember so there's no point in destabilizing for me because I could never remember and I'm not going to bother to write it down somewhere.

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I think it would be amazing if enemy and ally fleets could join during the middle of player battles, like how the AI dogpile onto each other on the campaign layer.

Imagine this, you get caught by a picket fleet whos faster than you, yet much weaker and right behind them is even more enemies, an enormous armada full of capitals and entirely full of officers.
The armada isn't close enough to join the battle at the beginning, so you have a small amount of time to deflect the picket (either destroying them entirely, just barely damaging them enough and escaping, or by using a story point special maneuvers) before a timer starts counting down towards the armadas arrival and retreat of the battle-worn picket.

If you manage to get away from the picket, who is slowed down momentarily as they get ready to chase again if they are able, you can now either hide and escape the system or lead the armada towards your awaiting allies, where now you can slow down the armada and survive against them long enough for your allies to arrive, completely turning the tables on the encounter. It would be like how joining AI battles right now.

Maybe you could even pull back while the big fleets fight against each other, reload missiles and other weapons, and rejoin at the back on the enemies side, doing a flanking maneuver if the enemy armada doesn't have any supporting ships in reserve or nearby allies, this would add an enormous amount of strategy and macro, in my opinion, to the campaign side of this amazing game.

I know this would be hard as hell to code and probably isn't that great of an idea, but I thought I'd throw it at the wall and see if anyone else thought it was good.

Smaller suggestion, I think there should be more time before you can chase down enemies that just escaped from you, such as you being slowed down for a bit longer while weaker enemeis escape by emergency burn if they were just defeated.

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     I would like to know if it would be possible to have intel reports stay in the intel tab if they are toggled important. That would make things like tracking smuggler and cargo fleets easier and easier to remember. Right now, once they depart the intel disappears from the panel even if marked as important, so if you don't remember where the fleet was heading you can't take advantage of the shortage that comes from destroying said fleet. I doubt that kinda thing would be deleted for no reason in-game by the crew.

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General Discussion / Questions about the use of disrupting industries.
« on: April 17, 2021, 07:20:01 PM »
I don't know if I'm missing something obvious, but I have no idea what the point of disrupting industries is in early game.

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I just wanted to voice my opinion that may or may not be wrong, the skills for armor and shields should be one or the other. It feels like you can have both of both worlds in survivability too easily, I would think it should be harder to get that, like you should have to wrap around once to get both. I don't entirely agree with a lot of the skill placements in the trees, to be honest, however I think the survivability is just too easy to achieve.

Like, unless your piloting a phase ship, of course you're not gonna pick the phase skill or the one for long range weapons, you're not picking that while flying a frigate. 

I really like the respeccing, though.

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New member of the forum, and I just wanted to know if there could be a way to implement some sort of search function/ filter for the various lists and inventories. For example, when looking for a specific type of planet, such as one with abundant resources or one under hegemony control.
 I know nothing about coding, so I don't know if this would be difficult to implement, but I think this kind of feature would be a very good quality of life addition; when I am playing, it is the one feature that I feel is really missing.
If I could, I would try to add it myself, but again I know nothing about codding. I am willing to learn, though, if this is something an amateur could possibly do.

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