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 - Mortrag

Pages: [1] 2 3
1
General Discussion / Question: High Energy Focus and Dragonfire DEMs
« on: March 25, 2024, 06:20:11 PM »
Dragonfire DEMs have 3 stages:
1. Firing of the torpedo and flying into range.
2. Taking aim and charging up the laser.
3. Actually firing the laser.

At which of the three stages has the High Energy Focus to be active, that the damage gets increased by 50%?

2
Suggestions / New mission type for church agents: Supplying the Path
« on: March 15, 2024, 04:30:42 AM »
Luddic Church bounties differ from other faction bounties in that way, that deserters aren't counted as pirates, but instead as pathers.
Lorewise it really makes sense, that rogue church knights affiliate themselves with the Path, because the church is too soft for them.
But on the other hand, the church ist the one faction with kind of normal relations with the Path, so why are they also the only ones who send you after specific pather-fleets?

I thought about suggesting to switch the church-deserters also over to the pirates, but it just fits lorewise too well and also it does help you to get a "green" fleet.
So next thought: "Why does the Path still kind of like the church, even if they hunt down occassionally pather-fleets?"
The answer: Financial and material support. That's how I came up with the suggestion:

Add a mission type for church agents called "Supplying the Path". These are either smuggling missions, where you have to transport certain goods to a world with an active pather cell, or a procurement mission, where you have to deliver goods to Chalcedon, Epiphany or an external pather station. The little twist: Accomplishing this mission doesn't only improves your relation with the Church, but also with the Path.

Lorewise it makes sense, that even if the Church as a whole doesn't support the Path, certain individuals inside the Church may see the pathers as a tool for their goals and thus give them some form of support.
And gameplaywise it would counter the relation-penalty you get with the Path if you do the church-bounties.
So, what do you say?

3
Did anyone encounter any form of the "Custom production contract"-mission on a Pather base with the military-tag in an uninhabitated system?

And how about on a Pirate base in an uninhabitated system?

(I'm curious if that type of mission can also spawn there, or only on the worlds and stations of the core sector.)

4
Suggestions / Restore, Refit -> now Rework
« on: February 20, 2024, 03:24:49 AM »
Suggestion: Add a rework-mechanic, which lets you switch your ship at station of a faction to a ship variant of this faction, if you pay them credits.

Like, when you fly with your starting Wolf to a Pirat-station, the Wolf could be reworked to a "Wolf (P)" (Weapons and hullmods get stripped beforehand).
Or if you have a Brawler, you could either fly to a Tri Tachyon-world to pay for a "Brawler (TT)", or to a Pather-station to get a "Brawler (LP)".

Getting this mechanic in its basic form implemented would be really cool.

(And if it works, maybe one could expand on it, like adding additional requirements to get a "Brawler (LG)" or to rework an Atlas into Atlas Mk. II and a Prometheus into a Prometheus Mk. II.)

5
Suggestions / Pather bar-missions on more worlds
« on: February 18, 2024, 08:56:56 AM »
Pathers are kind of in the middle between pirates and normal factions (can have external bases like pirates; are hated by most factions, but not by the church; are initially hostile to the player like the pirates, but don't go for the kill and instead just demand a tithe).
But while you can encounter bar-missions from the pirates at every world, bar-missions from the pathers do only spawn either on pather worlds/stations, or, when there is pather-activity on a world, you can get the one specific mission, where a pather has to get off the planet.

So it would be cool, if, similar to the pirate-missions, you would encounter pathers on more worlds, who offer underworld-jobs in the bar (especially on planets of the church, who are rather cool with the Path as a whole).

6
...so they had no idea how to name this Pather-contact.
One might say, they lost all hope in finding an original name for her.


7
Suggestions / Autofit: Improvements to the display of common designs
« on: February 16, 2024, 11:14:37 AM »
When you open the autofit-window and then click on an empty slot, you have 3 areas named "Common Designs", "Current Variant" and "Recent Custom Designs".
Common designs is used to display some preset designs and has 4 slots. Usually there are only 2 - 4 designs set to be shown, so that is enough.
But here is the problem: There are a lot more designs used by the various factions, but you have to edit the game files, to make them show up here. This is possible but then you run in the next problem: That this part of the UI isn't able to display more than 4 designs, so the rest will just not be shown, unless you go back to files and then "deactivate" some designs there.

So please, either give the players the option to access the other factions designs via the "Common Designs", so that they can just switch them in and out. Or make it possible to display more than 4 designs in "Common Designs".

8
Had a spysat-mission and because there was too much traffic around the spot, I introduced false readings into the sensor array.
When I then returned to the spot, all the other fleets were busy, except for the one patrolling exactly the deployment-spot with just the status "patrolling" (and a newly spawned fleet, although this may be working as intended).

9
Sindria posted a systemm-bounty, so I was travelling there to possibly scavenge the remains of some battles.
But after I stayed for some time there, not less than 15 fleets where patrolling Sindria, all with the "patrolling system"-task.
Although Sindria is very militarized, I can't remember ever seeing such a big number at one spot.
So, bug or feature?

Edit:
Left the system, returned a bit later when Cruor posted a bounty and then all those fleets were patrolling around Cruor. So looks like it's just the sindrian answer to a pirate-raid.

10
Suggestions / Hullmods, ships and weapons: More info in the codex
« on: February 07, 2024, 09:22:29 AM »
Following suggestions for additional info in the codex:

1. Ships and weapons already have codex-entries with their data, but without the "design type". Could this please added there?
2. Hullmods don't have entries in the codex so far. It would be nice if they also get added to the codex, including the design type.
3. A lot of weapons and hullmods have the design type "common", but still can only be found in the shops of certain factions. Could this be specified, like "common-hegemony" or "common-sindria"?

11
Suggestions / Collection of QoL-ideas since the release of 0.96a
« on: January 21, 2024, 11:44:32 AM »
This thread is a collection of QoL-ideas since the release of 0.96a.
QoL-ideas aren't about new game mechanics, but about easier accessibility and easier understanding of existing game mechanics, without spoiling the fun by revealing too much (opinion on the last part may differ) or other minor improvements to the game experience (not: Balancing issues).
(Disclaimer: I left out intentionally all ideas regarding "Hostile Activity", because of the rework in 0.97.)


If I missed an idea, if any of those ideas have already been implemented or if someone wants to remove their own suggestion from this list, please comment below.
Also Alex, if there are suggestions where you would straight up say: "No/Isn't doable/Doesn't fit my game.", I could cross them out too.


Extra ideas, which arent exactly QoL, but have the same intention:

12
General Discussion / Question regarding recovering of ships
« on: January 04, 2024, 12:38:16 PM »
0.95.1a added "Ships with officers or AI cores in command, or with any s-mods, are (almost) always recoverable".

Does this include a ship were the player is set as officer and commands it in battle? Or only those with "other officers"?

13
Suggestions / Splitting up hull restoration
« on: January 02, 2024, 03:34:59 AM »
Hull restoration in its current version has two problems:
1) In a standard fleet/playthrough it can seem very strong, because of possible millions of credits you save with just the automatic D-mod removal. Thus players may think they have to put their first 5 skill-points into industry, which limits their skill options overall.
2) On the other hand, for a scavenger-playthrough it isn't really useful, mainly because it's a tier 4 skill. You get the most experience to unlock skills through battles, but you first need a fleet to fight them and so: No fleet, no experience, no new skills.

So here is my suggestion:

1. Remove "Chance to remove one d-mod per month from a randomly selected ship in your fleet" and "Chance to quickly remove one d-mod from newly acquired ships; higher for ships with more d-mods" from HR.
Instead HR could get a new effect tied to s-mods build in hull, like improvement to after battle-repairs/cr-recovery or reduction to supply/fuel consumption or something combat related like bonus to ECM/reduced cr-loss/somethin differen (feel free to make an own suggestion).
The theme here is: "Support of a high-class fleet which already has a lot of s-mods", in opposition to Derelict Operations which supports a fleet with a lot of d-mods.

2. Add the new Tier 1 skill "Non-certified workshop" (or "Way of the outcast", but that sounds a bit edgy).
It could either fit in the Industry- or the Technology-tree.
This skill gets the two effects:
  • Chance to remove one d-mod per month from a randomly selected ship in your fleet
  • Chance to quickly remove one d-mod from newly acquired ships; higher for ships with more d-mods
But to counter it being Tier 1 and not make it a new must-have-skill, it gets also two negative ones:
  • Increase the price of ships on the markets by 100 %
  • Reduce the amount of credits you get for selling ships at a market by 50 %
With those two effects, the new skill still remains very useful if you refurbish ships for your own use, but it also doesn't turn into a "shortcut for quick money". Plus, you get the option to use capture ships from the beginning of the game, in exchange for buying ships being no longer an economical sensible option.
Also at Tier 1 it still has some strong competition with the other Tier 1-skills from Industry and Technology, which are also very useful for an independent player.

(Another idea would be, to add those effects to the existing salvaging-skill, but also salvaging has in its current state its own, different use.)

14
Quick prolog to see where I come from:
I've spend 270 hours in Starsector but haven't really "finished" any playthrough, furthest was the establishment of a colony.
So no pro, but also not a real newbie anymore.

In my current run, I accepted a bounty from a contact: Target was a fleet consisting of 2 Eagles and 6 frigates (with 2 Shepherds and 1 Hound half of them are on the weaker side).
My fleet had 2 Eagles too, but they were supported by 3 destroyers and 7 frigates (weakest being 5 Lashers). So it looks like an advantage in quality and quantity.

3 times my fleet got just straight wiped out. The 4th time I managed to eliminate all enemy frigates, while still having both Eagles, an Enforcer and two frigates. Just to witness that the enemy eagles were invulnerable, first ripping through my smaller ships before finishing my eagles easily in a one on one.

And I have no idea why.

Was it because of weapon composition? Because of hullmods? Because of officers or officer-skills? Or something completly different?
I don't know, but also: The game doesn't tell me anything about that.

When you accept a mission, you only see (some) ships. Only when you encounter the fleet, the number of officers - but not their skills - and the weapon-loadout is shown. But that still doesn't help to assess their combat performance.
And in battle all I can see is that my Eagles are outranged, with shields up they build faster flux than the enemy ones and with shields down their armor gets punched through over time while even when I manage to pressure the enemy eagles into high flux, their armor is impenetrable.

So what I would like to ask for:
If the fleet composition isn't such a decisive factor for the battle outcome (which is the only thing you get ahead of a mission), please Alex give the players beforehand (ahead of a mission) the relevant info.
And also please give the player after a battle some useful info so that one is able to learn from mistakes. This may be an after-battle-screen like in Mount and Blade with Kills by ship, damage by ship and damage by weapons (and the effect of the officer-skills, if that isn't shown before the battle) and more or something completly different.

But just watching two ships of the same type fighting each other with one getting completly dominated by the other one isnt helpful and doesn't teach you anything.
That's just a rather frustrating experience.

15
"Mission given by academician Alviss Sebestyen, affiliated with the independents.
Recover an instrument package from a probe in the ... system."

That's it.

I mean, even those mission about probes/derelict ships located near the center or some distance away from the center etc. are hit or miss.
But here you have nothing, except: "It's somewhere in the system, good luck with that."
Cmon Alex, making this part of the main-quest-line is just an incentive for save scumming.

(Also, mine was hidden in a nebula at the border of a big two-star-system. Could it have been worse? :D )

Pages: [1] 2 3