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Topics - Brainwright

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Bug Reports & Support / Ta'Xet does not have a Corona
« on: March 31, 2024, 05:10:03 PM »
In multiple games, I've found Ta'Xet in the Tia system does not have a corona, allowing the player to travel across it like normal space.

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Suggestions / Change Harbinger's System to a Movement Disruption
« on: March 17, 2024, 04:58:38 PM »
Quantum Disruptor got nerfed hard.

It's not hard to see why : making a brief window of opportunity for extreme damage is nigh impossible to tweak in the current state of the game.  You either have enough time to land a reaper torpedo or you don't.  There is scarce little in between.

So instead, redirect the disruption from a general disruption to something specific.  Disrupt the engines in a particular way : lock the current heading and accelerate fully.  Even one or two seconds of this is invaluable not only for throwing off a target's aim, but for keeping an aggressor from backing off or dodging them entirely.  This also doesn't prevent ships from getting away when they've already started backing off.

There's a lot of room to tweak this, too.  If you give the target the zero-flux speed boost during this time, it would probably make getting around behind the target harder and would be something useful you could do to allied ships.  Only issue is whether the AI could handle it.

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Bug Reports & Support / How to Scale down the UI
« on: January 28, 2024, 10:53:09 AM »
I've searched the forums, but I can't seem to find a way to scale down the UI from the default.

Or up, for that matter.

I'm running a steam deck, and it works fine when I connect it to a desktop and use a different settings file to override the resolution to 1920X1080, but in the gaming mode, which better integrates the custom controls, it has to run at 1200x800, and the ui in combat can occupy most of the bottom left corner of the screen, if not more.

So I'd like to reduce the scale of the ui specifically for combat.  I've found the settings for zoom in the campaign and combat, but nothing for UI scaling.  The option in the launcher seems to be inert and respond to mouse clicks at all.

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Suggestions / Animated Cursor with Facing and Heading Indicator
« on: January 22, 2024, 01:38:04 PM »
As the name says, it would be nice to have an animated heading and facing indicator located near the cursor.  I don't know about you, but I either spend a lot of time zoomed to some other part of the map to fire weapons, or I'm under so much fire, I can't see my ship well.  So having these two indicators someplace that is always center screen would be nice.

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Suggestions / Hull Restoration Could Use a Change
« on: March 27, 2023, 11:43:05 AM »
Hull Restoration is a powerful skill.  That's not a problem, but the way it is powerful is a bit... boring.

It largely eliminates d-mods from your fleet.  In fact, the random selection of d-mods to repair leaves no real way to take advantage of the d-mods that remain.

Because d-mods DO offer a significant advantage to prolonged combat.  The reduction to recovery costs means you don't have to win every fight, and it flatly reduces the costs of spending combat readiness.

So to that end, I want a Hull Restoration that lets you still have d-mods in your fleet.  I want to change Hull Restoration to allow you to swap d-mods between similar ships, supposedly just swapping out major systems between ships.

It would have to have a cost, of course.  I would give a skill that lets fleets swap d-mods between ships.  There would be requirements, you can only use the skill if you are in a stable orbit, and it costs a certain amount of bonus XP, because using SP is a little too precious.

In this way, you get a way to manipulate d-mods in any way you choose, rather than eliminate them entirely.  You can still eliminate them, though, either through using the restore command at extreme cost or salvaging ships to transfer d-mods from the ships you like to the ones you don't.

I like that a bit better.

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Suggestions / New Input : Fire Weapon (n)
« on: October 07, 2022, 09:57:47 PM »
I like low-tech ships.  Fast low-tech ships with specialized roles, like the Vanguard, are some of my favorite ships to pilot.

But they're more complicated to control than other ships.  Most don't have the flux stats to consistently fire all their weapons.  One might use missiles to ameliorate this, but it's near impossible to use more than one missile type.  Switching between them, firing, and then switching back to a normal weapon group takes up too much concentration that could be better spent dodging enemy missiles.  So the weapon loadouts are fairly homogeneous when the truth is, you probably need more flexibility.

Many low-tech ships work best when they're not firing all their weapons at all times.  Heavy autocannons are the best example of this.  From the outset, it looks like they should be fairly useful weapons, but once they start firing they lose a lot of accuracy and most of their efficiency is lost.  It would be nice if you could stagger the rate of fire for heavy autocannons to get their maximum accuracy and then time a launch of missiles to land with the next volley.  Or you could have a pair of assault guns that would normally be too flux intensive to fire spin up and take advantage.

With the current control scheme, that's something you can screw up very easily, but there is an easy solution : add inputs to fire specific weapon groups.  There's nothing particularly odd about this : Mechwarrior games have worked this way from at least the second iteration.

Fortuitously, weapons not on autofire track the cursor while autofiring weapons act independently.  I don't even have to suggest it.

While we're at it, having an indicator for the status of weapon groups on screen would be magnificent.  Just four indicators would be necessary : not ready to fire, some weapons ready, full ready, and disabled.

Just a suggestion.

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General Discussion / Do Toxic Worlds ever have Organics?
« on: August 16, 2022, 08:27:06 PM »
I remember some time ago it was stated on the forums that toxic worlds would have organics if they were hot and volatiles if they were cold.

Since the last major update, I have not seen any toxic worlds spawn with organics, and I have seen hot worlds with volatiles.  This was well before I started using mods.

This is concerning because the mantle bore item can't be used on any world with organics, as only habitable worlds now spawn with organics, making the cryo sleeper a bit of a pain to use.

Also, I'm playing a young type sector right now, I've surveyed about a hundred planets, and none have organics.

I don't think this is working as intended.

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Suggestions / New Mod : Heavy Forward Plating
« on: August 05, 2022, 07:47:04 AM »
Some of the recent discussions have got me thinking about how some of the slower ships that rely on shields have a glaring weakness in their design.  While their lower flux stats require dropping shields to dissipate hard flux, they do not have the armor to take very many hits before receiving grievous hull damage.

Frankly, shield mods are of dubious help here, as they tend to merely extend the time before the ship is overloaded.  This can be helpful in two evenly matched fleets, but against most pirate swarms, your own fleet is spread out to the point they become easy targets for roving Falcons and Eradicators delivering a sudden dose of hard flux at the wrong time.  This just gets worse against Remnant fleets, where everything is fast and assassin-ish.

So a mod that might help is placing a sizeable chunk of armor in the forward 90 degree arc.  So far as I can tell, armor is evenly distributed on most ships and it would be rather useful if you could favor certain arcs.  As it stands, there seems to be a break point where a certain amount of armor either gets shredded by a few seconds under graviton beams or it's reliably able to soak a couple of mauler vollies before folding.

Getting some of these slower ships to the point where they can feasibly stand on the front line would make things a lot less of a headache.

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Suggestions / Built in Compromise Mods shouldn't be a Compromise
« on: July 22, 2021, 07:30:34 PM »
As it is, we have a set of "compromise," mods that change the core function of the ship in exchange for serious tradeoffs.  Prime among these is Militarized Subsystems, but Converted Cargo Bay, and Makeshift Shield Generator are standouts as well.

Each of these has substantial benefits, but if you're taking on [REDACTED] fleets the costs can be crippling to the point you just don't want to field a ship with those mods.

I would suggest that these mods have those penalties removed once they are, "built-in."  This allows you to personalize a ship to function in a way it was never intended.  Civilian ships can be genuinely militarized without the nagging crew and op cost, slow low-tech ships that could use the makeshift shield generator don't get their weak top speed further hampered, and I don't know about you, but a Shrike P with a complement of base-cost fighters sounds like a fun way to bully enemy small smallships.

But to each, their own.

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