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Topics - gG_pilot

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1
Suggestions / Balistic PD - whole machingun production line is overpriced
« on: February 25, 2023, 07:28:37 AM »
Lets compare machinegun production line to Vulcan and Flack production line
In the fallowing text I only suggest change OP, not performance of the weapon.

Light machine cost 3OP - it does almost nothing.  3 of these cost  9OP  and can handle less than one Vulcan for 4OP. And you need 3 slots.
Suggestion: I like Mining laser in new patch for 1OP, I believe  ballistic weapons need OP weapon  too. Light  mg >> 1OP

Dual machinegun cost 5OP - it does much less than Vulcan but cost more.
Suggestion: Dual mg >> 3OP

Heavy Machine Gun  cost 10OP- it does much less than Flack for 8OP. It is the most overpriced  weapon in the PD section.
Suggestion: Heavy Machine Gun >> 6OP
-----------------------
I think Flack is too cheap for his performance so make it 9 OP would be better
----------------------
Result would be spread all weapon evenly AND somewhat OP related to battle performance:
italic are cheaper
bold are more expensive
1   OP Light mg
3   OP Dual mg
4   OP Vulcan
6   OP Heavy mg
9   OP Flack
12 OP Dual Flack


In case ballistic PD should be anemic  by  design, then rise up Vulcan,Flack and Dual Flack to get performance/price somewhat in line. So it would look like this:
3    OP Light mg
5    OP Dual mg
7    OP Vulcan
9   OP Heavy mg
11  OP Flack
13  OP Dual Flack

2
Suggestions / Poison gameplay loop; (by design)
« on: January 16, 2023, 09:08:17 AM »
Player of the game has a task to build and run most powerful fleet in the  Sector. Therefore task of the player is, use any l (edit a save,, or use a game changing mod  is not legal)   game supported activities  to achieve that (piracy  or deception is of course part  of game).
 
Here is a problematic skill which creates poison gameplay loop. e.i. when player is using all  game  play options to  achieve goal,  he found himself in the poison loop.

Leadership  line  of skills  offer  "Support doctrine" which (also) says >> every non-piloted ship gets  Combat Endurance

It  means,  every ship with a pilot (  which dont  have Combat endurance) has 15% lower CR  then rest of your fleet.  This situation leads  to fallowing gameplay loop:

Remove all  your pilots from all  ships.
Let ships recover CR due to Support  doctrine +15%
Right before your fleet meet an enemy press pause, study  your opponent fleet and   remember all the ships.
Press fleet, button.
Assign your pilots to the ships you want to use in the upcoming battle, according to their and yours poweer/skills/DP. (Player have to  memorise all those those numbers.)
Go back to space interface start combat
Due to CR slow  degradation, all your piloted  ships lose about 1% CR before  you initiate combat
Due to about 14% CR  bonus to all your piloted ships, now you get extra bonuses to :
dmg done;dmg resisted; maneeverability;fighter refit time;autofire  accuracy 

It is significant boost of whole fleet so player should do it.
Then, right after the battle you remove all your pilots from all ships
Now loop starts again

All this is made by design and available to player  to rise up power of the fleet. It is poison.


Possible solutions:
A. make "Call Reinforce" screen a sort of command deck, where  player can attach pilot to ship on this screen. e.i. all ships who are in reserve can attach/deattach pilot then send to battle.  This solution  is the best,  and also solves often issue when player forgot swap pilot to  other ship  who has higher CR ready for combat. It also can  support  interesting gameplay when one pilot use  several ships in one combat.  Go in,  fight  (get  shot or retreat) then pilot appears  again in  the  Call Reinforce screen. It  is a similar, when  player  changes several ships in one battle, so hired pilots also could do that, but only when their original ships goes out of combat.
B. remove  the Combat Endurance skill from Support  doctrine (stupid, but it  solves the poison gameplay loop)
C. replace  the  Combat Endurance skill by other skill, Field Modulation for  example.
D. change Support doctrine so it says "All ships get Combat endurance" (pilot AND pilot-less) in case it  is too strong then optionally "All military ships get Combat endurance" (pilot AND pilot-less)

Thanks

3
Helmsman should add Manoeuvrability +50% but it  doesnt, in some cases.

https://i.imgur.com/SrpcXjr.png
https://i.imgur.com/f6gIfau.png
https://i.imgur.com/2FV2xq8.png

Speed   changes when you add pilot,  thats correct, but Manoeuvrability dont.
It would worth test if the other skill Elite Impact mitigation work either.

4
General Discussion / Wasted torpedoes by AI, how to prevent
« on: August 20, 2022, 08:56:12 AM »
It would be nice to have an AI pilots which differentiate skills, then use unguided weapons based on skill, so AI level pilot 7 would be comparable to at least average player. This programing however, is quite expensive, expensive in all measures > time to code &skill to code&compute power.

Here is an idea improving torpedoes which is doable,cheap, but still interesting.
Semi-guided torpedoes idea
semi-guided torpedoes method is applied on current unguided torpedoes. e.i. unguided torpedoes are removed
1. Make semi-guided torpedo release range shorter 1200 to 700. (hit capital at 700 is a decent challenge)
2. Make torpedo's engine lasts for 5  times release range. e.i. torpedo can fly for 3500 units.
3. Torpedo makes range distance measure to target. Every second. When distance torpedo-target is rising up for 5 seconds in a row, then torpedo activates maneuvering sequence to adjust trajectory. Level of tracking while executing maneuver sequence is low. Once torpedo aim the  target, then tracking goes off, so it flyes straight again.

Intended behavior: When torpedo is fired and miss target, then it notice the issue after a while, turn back, make u-turn, and try to hit target again. Long engine  durability should  allow 2-3 u-turns. Result is, torpedo creates a threat for longer time even if dont hit, also prediction outcome of torpedo usage should be more consistent.

5
General Discussion / Solar shielding Hull mode vs regular Shield
« on: August 14, 2022, 09:05:29 AM »
Solar shielding Hull mode says it reduces hits 20 percent from energy weapons.
When the reduction is applied ?
When enemy hit the shield ?
When enemy hit armor ?
When enemy hit hull ?

Thanks for advice.
Tip for devs: perhaps add more specific description would help too.

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