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Topics - Qloos

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1
Modding / The: I forgot I had these, thread.
« on: April 12, 2012, 11:48:49 PM »
The "Dump" thread.




2
General Discussion / Old vs New (Poll)
« on: April 12, 2012, 11:39:02 PM »

3
General Discussion / Self Imposed Challenge.
« on: April 07, 2012, 12:08:38 AM »
I have two self imposed challenges to lay on you all.  Try them out and tell me how well you do.

Challenge 1: Rogue Pirate
You are banished from all starport, not even the pirate secret base will pander to your pathetic whims.
  • You may not buy anything except green crew and marines from star ports, (not even weaponry or supplies)

Challenge 2: System Blockade.
The system must be squeezed of all it's supplies, in the name of the glorious independents.
  • As of January 1st, 207 cycle.  All supply convoys, regardless of allegiance, must be destroyed utterly before they reach their destination.

4
General Discussion / Where to stick your green crew.
« on: March 17, 2012, 06:24:27 PM »
Are you tired of seeing valuable shots missed?

Slow ships unable to catch up to the rest of the fleet?
 
Crew so incompetent they forget to raise shields?

The answer is simple!


This valuable discovery was made after witnessing this monumental fail:

(The talon pilot that actually tried firing at the fleeing bomber was rewarded by being promoted)

5
Suggestions / 0.5 second menu delay.
« on: March 15, 2012, 06:07:45 PM »
Menu's should have a half second click delay before making your choice.  Too many times I accidentally double clicked the first option only for it to auto select a choice on the menu that proceeds it with my second click causing frustration.

7
General Discussion / Heavy Support Brawler.
« on: March 07, 2012, 07:46:38 PM »
Brawler thread!

Get:
Extended Shields (4OP)
Expanded Magazines (3OP)
+ 2 Capacitors
+ 5 Vents

On both Medium Ballistic Hard-points put:
Hypervelocity Driver (13OP) weapon group 1.
Heavy Mauler (12OP) weapon group 2.

On both universal hard-points put:
Frag Bomb Bays (3OP X 2) ALTERNATING weapon group 3.

You drop Fragmentation bombs between yourself and the enemy to block incoming missile fire, or use it like chaff anti missile counter measures for your posterior.  They also work good for area denial.  Then using the 1000 and 800 range on the hypervelocity and heavy mauler you sit with the bombs as a shield between you and the target and lay down the heavyvelocity until he overloads then lay down the heavy mauler.  The high damage output of each shell causes massive weapon disablement.

8
Bug Reports & Support / Some sort of peek-a-boo. [AI behavior]
« on: February 26, 2012, 05:25:37 PM »
So there I was, up against some sort of enemy destroyer.  I had my wolf class frigate with graviton and tactical lasers.

and I had a serious problem.

As I fired my lasers upon the enemy, I realized his flux dissipation rate was greater than the sum of all my lasers combined.  This S.O.B. was tanking all my lasers and moving towards me like some immobile wall with a mean face.  I turned my ship away in disgust, he turned off his shields.  I turned back to face him, he raised his shields.

I repeated this a few times, an evil plan hatched.

I turned away from him then turned back firing my graviton beam and strafed his port side armor.  Again and again.  Eventually he sulked away, keeping his shields up and I had won. 

9
General Discussion / The Hegemony's Bane. (In 1080p)
« on: February 15, 2012, 10:51:57 AM »

Yes, it is a tempest.

10
Bug Reports & Support / Bugs so far.
« on: February 14, 2012, 02:44:24 PM »
Crashes whenever I try to load a game.
"Fatal: 28779
Check starfarer.log for more info"

Oddities when retreating (Bounce off edge when I said "yes" to retreat dialog followed by inability to raise shields.)  I then proceeded to destroy an enemy vessel after failed retreat and they retained control of said vessel after battle.

11
General Discussion / WAAAASSSSP!
« on: February 12, 2012, 01:41:33 PM »
So I was playing "Predator or Prey?"

I took my Dominator assault cruiser straight in to engaged the Astral while the carrier and fighters went for objectives.  The Dagger bombers gave me two hits as I approached: one to the Starboard fore and one to the Port aft side.  The battle against the astral was a battle of flux mixed in with multiple torpedo barrages, the Astra falls.  However the rest of my fleet was destroyed and I was heavily damaged.

With low hull, a wave of 12 wasps 2 trident torpedo bombers and an Omen point defense frigate came after me.  They quickly sent my flux up high, forcing me to vent, however my guns took out the Omen a few wasps and both bombers.  My hull was down to 100.  The remaining 10 wasps flew over me again and again trying to get around my shields, guns shooting every direction as the wasps flew over me at point blank range.  A large number of them exploding into a fine mist.  

With 5 hull and a single wasp, it turns and does some heroic suicide run directly lining it up to fly past both the Starboard Fore and Aft Port hull breeches.

I just lost to a single heavily damaged wasp.

12
Suggestions / HyperSpeed Combat, (Illustrated)
« on: August 06, 2011, 08:43:49 PM »
I haven't read the lore, but ships would have some sort of fast way from getting from place to place.  Is such travel safe?  Hopefully not.


During "Hyperspeed" combat, two fleets would have a narrow "high speed tunnel" that would slowly murge onto the enemies high speed tunnel.  



Once the ships are forced to occupy the same space, mayhem breaks loose.  With very specific consequences on the Y axis from their high speed.  Ballistic weaponry would travel a short distance up the tunnel and fall backwards at an increasingly accelerated rate, (even back upon the ship that fired it.)  Missile weapons would have an easier time, they might lag a bit until their booser activates, but they'll be able to chase far ahead foes - atleast until they run out of fuel.  Energy weapons, are naturally the weapon of choice as they are uneffected by the high speeds.



Note: -Y speed velocity is a modification of its regular speed, not a base line. 
Oh, and yes, I did miss-spell velocity, thanks.

13
General Discussion / The Onslaugh is a joke.
« on: July 23, 2011, 08:09:34 PM »
So I asked some chum, "Hey, how easy is it to blow up an onslaught?"
and he's all like, "Man, I bet you could blow one up using nothing but pointdefense lasers"
I thought a moment, "Challenge accepted."

14
Suggestions / Internal Security and Boarding Parties.
« on: June 29, 2011, 07:30:58 PM »
I would like to say one thing right off the bat:  Teleporters are too startreky, and any mention of them will *** me off.
Furthermore, for a space age where the enemy has the ability to teleport anywhere into your ship.  The federation had a pathetic interal defense system, and is not a good example.  (I still remember that episode where someone hacked into the computer system in the galley and ensign Kim yells on the Bridge: "I'm locked out!")  Seriously people.

Qloos' Proposition
All ships have a crew capacity, if the crew is killed: A ship is disabled.  This crew can be swapped out for military personel.  Too many military personel can reduce the performance of a ship.

Boarding option number 1: Ram him, attach the ships and cut a hole through the hull, (and armor if applicable - which would take longer.)  This is best done when the ship is overloaded from flux and is best NOT done when a ship is venting flux - which gives venting flux a defensive attribute.  At the very least, it is opportune to attempt the docking when the enemy does not have an engine boost.  Because if the enemy is moving fast, there is less of a chance of a successful dock.

Balance between large and small ships would be quite simple in this case.  Faster ships evade capture, larger ships use a large security force to battle back.

The downside is you have to close in to dock with the enemy and risk being fired upon, also the shields on both ships would have to be down, (atleast on the side where the docking is taking place, otherwise the ships would repulse each other.)  The pros would be a direct connection for your forces to move onto the enemy vessel, allowing you to bring your full force to bear at once.



Boarding option number 2: Shuttles, (similar to the commanders.)  Would attempt to fly over and dock.  They would attempt to fly around omni directional shields and wouldn't be hindered by gunfire once they're docked safely on the outer armor.  That is - once they're docked.  As they fly between ships they would be vulnerable to the numberous point defenses that would target the shuttles like any inbound missile.  Also, shuttles cost money.  So the pros of this option would be keeping your main ship out of harms way, while the risk is entirely to the boarding parties.



Boarding option number 3: EVA entrance.  Why waste money with shuttles?  Stick your boarding parties in space suits with grappling hooks and shove them out an airlock.  Maybe they'll get lucky.  One hit their dead, but when you're desperate you're desperate.



Boarding option number 4: Ship to ship tether, with a secure connection, your milita can slide along to the othership.  Maybe I'm getting carried away with my suggestions now, I'll stop.



Once an enemy force is on board, the action can be seen in an already featured display window!  With the ship armor status screen, squares could equate to ship sections, and could be shown in red and green for which side controls what.  If a ship section is hit during combat, security foces/boarding parties in that area could be killed.  Why stop there?  Click on the ship overlay to order your security foces to concentrate at a specific section of the ship in preperation for boarding action or defense!

15
Bug Reports & Support / [0.34a] Ship refuses to stop retreating.
« on: June 24, 2011, 03:21:43 PM »
>Set ship to group 6 at start, send to enemy side of map and let him fight a bit.
>Retreat because I don't like odds.
>Set the retreating ship to the now empty group 3 because I want him to turn around and attack.
>Chang my mind before I close the tactical display and decide I want him to retreat longer.
>Leave and go back into tactical overlay, order him to stop retreating and attack the enemy.
>Put him into group 3 again.
>Realize he's still retreating, order him to move somewhere, then attack.
>Get cranky and put him on group 8 with my flag ship.  He retreats anyway, flipping me off, I imagine, while he does so; that bastard.

In the exact same round, with the exact same type of ship (tempest) I ordered to retreat and then attack again, BEFORE I set it's task group number, and it re-engaged the enemy with no problem.

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