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Messages - robepriority

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1
General Discussion / Re: Early game colony?
« on: April 17, 2024, 10:48:33 AM »
Yeah starting a colony is fine early game.
Without hazard pay/freeport growth takes a while on most planets, so the only CC source is Pirates.

2
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 13, 2024, 02:40:30 AM »
Yeah the core of this thesis is whether money is a concern.

Even so, Derelict Operations is pretty competitive in comparison.

3
General Discussion / Re: I don't understand the combat AI
« on: April 12, 2024, 06:31:46 PM »
a ship will NOT be able to follow orders if it has a bad fit.

4
Mods / Re: [0.9.1a] Interesting Portraits Pack || 375!! || (v1.2)
« on: April 12, 2024, 02:37:57 PM »
Do I need to do anything to get this to work with the latest SS version?  These look amazing.

Changing the version in mod_info.json is enough.

5
General Discussion / Re: Looking for a list of vanilla-like mods
« on: April 08, 2024, 12:43:06 PM »
Should really update my thread for .97, but to add from cryo's list:
* QoL Pack
* Random Assortment of Things

6
General Discussion / Re: Punishing Remnant Points / Character Points?
« on: April 08, 2024, 12:23:53 PM »
You don't need hull restoration to prevent ship loss. Smod, reinforced bulkheads, and possibly the core itself also prevent ship loss.

Officers will allow for 100% recovery - I assume that for cores this needs integration

7
To take the tactical view further, perhaps there could be a separate coloration on tactical view for the flagship?

8
TBH bonus XP is a pretty good balancing factor.

9
The PL is the only one you can join to negate CC interest.

2 arguments are required out of 3:
Spoiler
* Defeating the blockade
* Paying Hannan 5%
*Stealing and then giving back Kazeron Nanoforge
[close]

10
I didn't know that the fights are optional. This would definitely speed up the process.

With the correct dialog options some are resolvable even if they catch you, but the better option would be to outmanuver them so they don't in the first place.

11
General Discussion / Re: should we just nerf the Onslaught?
« on: March 25, 2024, 10:39:37 AM »
I don't think it needs a nerf, the thing with Onslaught and Radiant is that it's so easy to build, just slap autofit on them and make a few hullmod tweaks and you are DONE.
Not all capitals are so easy and effective with autobuild and that makes them seem weaker.

Yeah the onslaught is really tough to build improperly due to TPCs at least giving a baseline of firepower even if everything else goes out of wack.

I know the favorite point of comparison is the Conquest, but the Executor(thanks) is an even more egregious example, especially since the Usurpers gives you one.
One of its autofits is legitimately designed to be terrible, and the Coherer and HEF point to putting high intensity med energies even if the ships actual design (midline capital) suits it better to beams.

12
Suggestions / Re: Making (some) money should be easy...
« on: March 24, 2024, 07:37:34 PM »
The big offender for making large amounts of money is trading, either with knowledge of the system or without, and I think that can be fixed just by making the factions more responsive to the system. Within the category, the two major standouts in terms of effort-reward are:

 1. Buying drugs at Kanta's den, selling anywhere else. As it is, the den always has a massive surplus, since it has virtually no access despite being the central seat of power for the pirates. I think this could be fixed by just giving them some access improvements - story point, waystation, and so on - so that we don't have an incredibly good permanent trade route with zero risk.

 2. Creating and then filling a shortage by raiding a pirate/pather planet's spaceport, then coming back to sell them things when they forget that you did it. I made a suggestion about this a while back, but it'd basically be sufficient to just give them an alternative to a spaceport that reduces production but makes raiding harder (especially against spaceports). Could call it "decentralized logistical infrastructure", or something.

Yeah, the black market resolving shortages for non-official factions helped a bit on this front.

More drastic changes would be:
1. Capping demand for pirate/pather colonies so shortages aren't so profitable
2. Adding a modifier for pirate/pather colonies to mitigate hostility accessibility penalties.

13
Suggestions / Re: Vanilla colony crises fron new-player perspective
« on: March 23, 2024, 06:34:32 AM »
FYI - you can enter negotiations with factions to prevent gain, and then break those agreements when you feel like you can handle them.


14
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 19, 2024, 02:46:57 PM »

Wingcom pilots being killable wouldn't really solve the issue at large either. Since you're still juggling dozens of aces all at once. Which kind of also means that you kind of.. never just grow attached to a certain pilot, since they're just one amongst a bunch. With Aces being Wingleaders (Wingcom Wingleaders? Wingcomleaders? Wingcom Wings?), there'd be few enough to care about.
At least as far as the RP goes. Either case though, love the mod. Love the chatter and little names over my fighters as they zip around.

Wingleader is fine, but a change like that would NOT effect superfighters.

15
Mods / Re: [0.97a] Random Assortment of Things
« on: March 19, 2024, 01:44:08 PM »
Any chance the backgrounds could be changed so that you can select more than one?

A few of them seem like they would be fun to stack together, like the companion and haunted from SotF.

No, also backgrounds are a nex feature, not a RAT one.


What determines what separates background from special start?
For example, what makes Underworld's Infernal Machine special start only?

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