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Topics - writeru

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1
The technology for it already exists. The game has the simulation inside the campaign, and on the mission screen already has refit. We shouldn't still need mods like fleet tester or ship catalogue/variant editor.


I really enjoy playing the storymode, but sometimes I just want to make up scenarios in my head and play those scenarios, kinda like creating my own missions.

Can we have it already? I think we shouldn't need mods (that are clunky due to limitations) for something so simple that the game already does , but with arbitrary limitations

2
Im asking because there is probably a limit to how small or big ships can be in the game before affecting the gameplay in detrimental ways.

The Fighters, are they are, are already very small when zoomed out. If they were even smaller it could be a problem. The same way capitals are already big, making them even bigger (bigger than ridiculous big modded super dreadnought) could probably be detrimental too, not even talking about game balance, only visual performace, etc.


So, lore wise, are all the ships as big as they are in the lore, or they are slightly distorted because for gameplay purposes?


I ask specially because of the fighters and capitals. I feel like some fighters are too big compared to some destroyer carriers, and capitals lore wise sound more imponent than they already are.

3
This is just a thought exercise that I think it could be fun, I actually think the  current mechanics are great. I don't meant this as an actual suggestion


I think if carriers only had a static amount of fighters they could carry into battle (like missles) one thing that would be a problems is simply running out of fighters mid-way, althought the positive aspect would be that carriers would always act like carries through the entire battle, instead of sometimes being just a empty platform for a minute or two.


Personally if I had to try to balance it, i would do the following.

-All fighters hull buffed by 100%, armor by 50%

-Destroyed fighters are replaced automatically

-Fighters flares and missles regen slowly (but not for bombers)

-Bump the amount of fighters per wing by 1 for a lot of cases, some remain the same quantity, mostly the bombers and a few others.

-The total amount of fighters you have stored in the carrier is equal the amount of fighters per wing x 4(so, if you use talons in a wing, you will have 12 talons. If you use the two wings of a drover for talons you will have 24 talons). Have certain fighters (just a few) have extra quantity of fighters stored too, along with the wing x4.


hullmods

Converted hangar: Instead of making fighters cost more CR they can store less ships (each wing store only x2 the amount of fighters). Fighters that might have an extra wings in storage have this bonus nullified.

Expanded Deck crew: The amount of stored fighters is increased (each store 5x the amount of fighters instead of 5)



My suggestions for fine tuning the quantity of fighters per wing

Number of fighters per wing unchanged

-Wasps (but the amount of wasps in storage has a flat bonus of +8 extra

-Xyphos(amount in storage has a flat bonus of +4)

-Thunder (but the amount of thunders in storage has a flat bonus of + 4 extra)

-Gladius (but the amount of gladius in storage has a flat bonus of + 4 extra)

-All bombers.  (some might need a flat bonus of fighters in storage, while others not)

+1 fighter per wing

-Talon (flat bonus of +4 extra talons per wing in storage)

-Claw

-Warthog

-Broadsword

-Lux

-Spark

+2 fighters per wing

Mining pod (and a bonus of +8 extra fighter in storage per wing)

4
The only resources we can use as a fleet is fuel, supply and volatiles (for neutrino detector). So Im wondering if being able to use other resources to gain bonuses could be interesting, of course, like volatiles you would not need to use them. 



Luxury goods You could use luxury goods (1 for frigate size per day) to make you gain bonus CR points, something minimal like 2% more for each ship, beyond the limit. Flavour wise it means yout crew is using the luxury goods so their morale is very good, which makes them more motivated. It's a nice bonus, bot not absolutely necessary. You can choose to toggle the use of the resource in the fleet screen.


Food
The varied and healthier meals make your crew be in better shape, improving the time it takes to recover CR by 5%, you consume 1 unit of food for each 100 crew per day. Again, a nice bonus, but not absolutely necessary, can be toggled at the fleet screen.


Recreational drugs
Make raids better, 10 marines consume 1 unit of drugs, the drugs give 100% bonus to raid power. A optional resource for when you really need to make a difficult raid. the option to use it the drugs appear on the raid options on planets.



5
No need to even create a new skill, just take one of the existing industry skills and add a elite version where the supply cost of capitals is halved. This could make capitals more interesting option in this meta.

I can suggest other ways to make it:


-Just halves the cost by 50%

-Halves the cost by 25% for each S mod on the capital (great synergy with tech skill tree, letting you have up to 75% discount on capital supplies.


All above options already synergize well with the industry skills.


-Instead of supply discount give DP discounts, make capitals cost 10 less (now the much more useless altas mk2 turn even more interesting)



6
Basically as it reads. Adding a small chance for enemy ships to surrender if their CR is below 40% and their hull is badly damaged. The ship will use differently colored flares that are useless against missles to signal the surrender, if you DON'T destroy it, the ship will turn off in good faith and wait for your mercy, but you CAN be a treaty breaker and destroy the surrendering ship by pure satisfaction.

What you gain by letting people surrender
Surrendering ship allow you a chance to get a pristine ship, cargo, weapons and maybe even a bit of crew, or a ransom automatically paid at the end of the battle if you elt the ship go (maybe it's a ship you don't need), maybe this could even make you lose a bit less of reputation, like 3 instead of 5.



Chances of surrender

Frigates: 5% (the biggest chance, but they also almost always die before having less than 40 CR and damanged hull)
Destroyer: 4%
Cruiser:3%
Capitals: 1%


Other modifiers

IF the faction is hostile against you: 1% is subtracted from the chance of surrender
If the faction is vengeful against you: No chance to surrender.

If player don't destroy surrendering ship: +2 relationship, making the relationships loss less severe
If player destroys surrendering ships: -3 extra relationship loss.


The AI of your fleet will automatically spare surrendering ships, since it will allow them to pay attention to active enemies. But the player flagship may still destroy them, or give orders for them to be destroyed.


But what if the player could surrender too, or even fake-surrender?

Adding the option to surrender could be a good way preserve ships that you know that will not be able to retreat without being destroyed. After the battle your surrendered ships can be retrivied by paying 50% of their hull cost, which can be a pretty sweet deal if you consider you're also preserving the cargo, the crew, and avoiding paying the restoration from D mods.

You can also fake surrender, activating surrendering flares but then attacking when the enemy is distracted. But this will quickly earn the player a very bad reputation.

Player surrendering modifiers

Suspicious reputation with faction: Will spare your surrendering ships.
Hostile reputation with faction: Ransom is 75% of the cost of the ship hull.
Vengeful reputation with faction: Will destroy your surrendering ships.

Fake surrendering: -7 relationship loss with faction


Extremely optional: Player's ships surrendering without your command

To make it a bit more flavorful, I think it could be interesting if some of your ships could have a small chance of surrendering if their CR id below 40 and hull is too damanged. This will actually make you pay attention to your ships CR and consider retreat. I personally allow heavily armored ships to keep fighting sometimes, despite the malfunctions.


Surrendering modifications

Never surrender: Flagship, officer piloted ships and AI.

Leaderships skill tree: Each skill point bought from the tree will make your ships without officer a little less prone to surrender, subtracting 1% from the chance for each skill. After buying 5 skills none of your ships will surrender, basically.

Vengeful: When vengeful against faction, ships without officers will not surrender no matter what. 






7
(Spoilers of course)

Frankly I worry a little about the story itself. It was actually pretty interesting, however the narrative is haping up to make all the factions as antagonists. To be fair all of them were always *** in the lore, so they were nover portrayed as wholly good. But there is a problem with setting up the questline to make all factions eventually your enemy.

The problem is that during the many years of no-story gameplay many players grow fond of roleplaying into a faction or another, despite their flaws, and if the story really is shaping up to make you carve your own path, I bet it will dissappoint a lot of players. Personally I'd enjoy it more if you could choose on faction to support (or not supporting any) during the game.

Basically doing the exact same Galatia academy quest, but having to ally to one faction to support the academy.

This could make each gameplay slightly different. Going for tri-tachyon gameplay? You will not fight the phase fleet, and it was in fact tri-tachyon whole idea to send you, a disposable captain, to see what's up with the alpha site.

Luddic church? Add extra dialogue where you can choose to say you're a undercover agent since the beginning, to reap the benefit of this for the grace of ludd.

It's not necessary to remake the entire questline from scratch, it will require some work, but just giving a few different quests, adding a few different lines could make it feasible for you to actually choose a faction. I think a lot of people grow fond of choosing a faction to support during gameplay, and maybe there will be some narrative dissonance if we really have to pick fights with all the factions.

Even for things like our capital manta ray narrative solutions could be found, we know that all factions want to study that thing, but no need for the faction you support to get pissy with you.

just a few examples that I come up with on the spot

Tri-Tachyon: Of course you can stay with the xenorphica... we aren't actually sure it's safe to pilot it yet, but if you want to test it for us... as long as you keep sending reports and making some tests for us. Also, It's more politically beneficial that the ship is not directly connected to us.

Persean league: Look, we decided that you should better keep the ship... we are afraid of a...  political power inbalance if one or another of the league core worlds keep the ship, and to avoid conflit it's better someone that is loyal to the league as a whole to pilot it. It will project force for the league, instead of causing in-fighting.


Sindrian Diktakt: Im gonna tell you the true, this is extra-official though. Andrada knows how dangerous it is when your own faction tries to cut short the career of a rising and charismatic Captain. He don't want you to give you any ideas about rebellion, also, he understands the importance of heroic figures, and you're shaping up to be a heroic figure for the Diktakt, my friend.


Luddic Church: Oh no, no no no. We cannot touch that tool of Moloch. You captured it from the belly of the beast itself, Ludd has choosen you to use this abomination, you and only you can touch it without being corrupted by it's power. Until the right time to use it for the cause of Ludd.


Hegemony: We wouldn't trust you with this missions if we doubted yout loyalty, but our trust is not blind. For your pristine service record, you can keep flying the ship, but for the cause of the Hegemony. The High hegemon came from the very botton, just like you, so he favours your work, you conquered the honor of using this ship, captain, don't squander it.



And to top it off, each faction could give you a different officer companion that doesn't count for the limit of officer, story wise he is there to watch you closely and see that you remain loyal, but gameplay wise he is another reward. Could even make him sometimes give opnion on the questline, as a more active fleet member.




8
General Discussion / how to edit the S-mod limit?
« on: May 12, 2021, 08:05:45 AM »
I basically did a vanilla run of 9.5, now Im really itching to see how disgusting various ships can be using different numbers of S mods. Where do I edit it?


Eventually I'd love to also see a mod that allows for incremental costs for S-mods (like, 2 points for the third S mod, 4 points for the 4th, etc.) but for now I'd like to edit it myself without a mod

9
So many times I find that I need to do some stealth job, or change the configuration of the fleet to less ships because I plan to do some light work.

A function could make it easier. Basically you activate it, select the ships you want to send away, the map opens up, you lay the course and the rest of the fleet will fly there while you remain with only the ships you want.

To make it fair you could even make the player need to pay the projected cost + a bonus % to simulate the problems the fleet might find in the way (hyperspace storms, etc) with a smaller change of arriving with hull damage due to pirate attacks the weaker the fleet is.

10
Suggestions / Mechanic suggestion: Influence points
« on: May 08, 2021, 08:19:02 AM »
Seeing how the story points work, I think using a similar system with the relationship would make us care even more about faction relationships.

My basic idea is that your relationship with a faction would generate influence points, they are similar to story-points, but can only be used with the factions you have points with. The faction relationships is a % chance of earning a influence point with the faction every month. If you have 70%, you have 70% chance of getting a influence point. If comissioned you a extra 15% chance.

Influence points could be used for...

-When docking with a station you spend 1 influence point to repair your fleet for free instead of using your supplies.

-Using it to get out of inspections, instead of automatic less harassing (you can still use story points too, but mostly for when you don't have influence points with the faction inspecting you)

-Free storage for 1 cycle (if you have avaliable influence points, the storage will be renewed)

-When deploying emergency signal, you can spend 3 influence points to make a fleet of this specific faction help you for free.

-Certain ships in military markets could require the use of a influence point to buy.

-Bribing AI inspections (probably would cost more points)

-Unlocking the right to buy (for up to 1 million) uncolonized planets in the core worlds, a good way to legally colonize the core worlds with no need for comissions, I would say this could require a lot of influence points.

-Adding S mods on refit screen, the difference is that each faction can only add certain types of S mods, Tri-Tachyon influence points can add certain shield hullmods, Hegemony can add ballistic related hullmods, etc. With the caveat that you also have to pay some money, and that there will still be a good number of hullmods that are not covered by any faction.

Of course this is just the basic idea, Im just presenting it, not trying to balance it, but I think this would require more strategy thinking thna just maxing out relationship and not having to worry anymore basically.

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