Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - TrexTitan

Pages: [1]
1
Well, ether you really drag on with small increments, or you have a wider selection of ships within each class. Mean, sure officers could up your max fleet points, but there is nothing stopping you from farming/trading and buying a capital very early atm. In the X series, buying your first capital is way way out of your reach. Will there be harder to acquire flagship etc class ships? something to aim for past the first few hours? Something that can mount weapons a class higher than large, and being very expensive/hard to attain?
Just fear that if the game will have multiple systems, attaining the desired, or close to-ships early on, kinda removes intensive for further play. Unless there is a in depth upgrade and or research system that allows you to keep working towards a stronger fleet.
Or maybe full out war with factions?

2
idk if it's been asked but, Atm, having a fleet with caps and cruisers take a hour or two... so in the full version, with multiple systems and dozens of hours of gameplay, how will you prevent players from gaining a full fleet after a tenth of the game has passed?

3
Modding / Re: Weapon Modding Tutorial?
« on: June 24, 2012, 06:19:29 AM »
Uhm, asking this here because i don't want to start a new thread for it;

Is there any way to increase the size of ships? i don't care if the sprite gets a little less sharp as a result (like 20% increase in sprite size would bother me..)
I can see the boundary in the ship file, but idk which ones to increase, if that's how you do it.

4
good to hear, but pressing escape never helped for me before... then again i can't be sure if i've tried pressing just once and then checking.

thanks for the reply anyway :P

5
Mods / Re: Interstellar Federation v1.21
« on: June 22, 2012, 08:05:49 PM »
hah, i don't get this guy at all...
The ships are colored in such a fassion you might suspect that from a side view, sections of the ship is colored in one color, rest in another. Say horizontal mid section is teal, upper and lower is gray.
Think the color scheme is great, a ship does not have to be mono-color. It is certainly not random in my eyes, makes my brain think the ship has a design that due to the top down view, is not entirely visible.

6
Have had the same problem since 51a.. and it is a bug that happens at the worst possible time, every time...

You know when you're pretty sure you've won, but press tab to see if there is an enemy ship left somewhere, but since you tab'ed just at the time when the game exits combat, you're stuck at the result screen unable to capture any ships, click any button... you're just frozen. Now imagine this happening after a hard won battle and you see you could capture that paragon or whathave you... but you can't. You have to exit the game because it's frozen.

This happens to me a lot, even knowing of the bug. Since you usually have to be quick to spot any runners when battle is won if you're to kill em before they escape. Instead you're left with the sad realization that you have to revert to a save from 30 mins ago.

If it is known already, i'm sorry, but this needs fixin' bad.

7
Suggestions / Re: Research/upgrades possible?
« on: June 17, 2012, 02:24:08 PM »
You mean like how right now your crew level affects how fast you go and how much damage you take? ::)

Why would the captain or his officers not also have an affect on those stats, even if not a more meaningful one?

crew reduces damage? i kinda get speed, since it crew can optimize systems. but crew or officer could never logically add armor, and other added stat increases would be minute at best. upgrades that noticeably improve performance seams better to be than crew/officers that only give small stat bonuses.
Btw, would be cool if you could buy design schematics that change what kind of mounts the ship has, trade two small for one medium etc.

8
Suggestions / Re: Research/upgrades possible?
« on: June 17, 2012, 01:06:28 PM »
While I'm not against the idea, I would prefer that any upgrades come from either character or officer skills.

But how could you logically justify that the presence of a highly qualified officer or high level character adds OP and armor to a ship? An officer/high level character can minimize crew losses, or affect the accuracy or even cooldown of weapons, but not add armor or add higher speed. That does not make much sense.
I'd rather see character tie into fleet logistics, as in how large your fleet is, accidents, how many ships you can bring into the start of a fight etc, not give flat ship bonuses.

9
Suggestions / Research/upgrades possible?
« on: June 17, 2012, 12:13:12 PM »
was thinking, at some point (atm. quite early) you reach a point where you will not get any huge increases in fleet effectiveness. (once you got enough creds to buy capitals and high tier equipment)
Was wondering, if introducing upgrades or research could increase the longevity even further, which would be even more true for the full release.
For instance; having a scan option for the ship you pilot. scanning wrecks after combat might add to your research point pool, which then can be invested into research projects at a science station. Like new weapons, armor plating, better shielding (or just op cost reduction for those when you customize your ship) Maybe new weapon research could allow you to upgrade your excisting weapons into a move powerful or experimental design at a science station with research points once unlocked? Scanning upgraded ship wrecks could yield more research points maybe? which leads me to

Upgrades; what if you could buy upgrade schematics for certain ships at certain stations? the cost should be strict, and there should be multiple tiers of upgrades. next one becomes available once the previous one has been procured etc.
Upgrades could be OP increase, flux/vents, movement speed/maneuverability, added armor etc. Or maybe different trees of upgrades? one which increases OP and armor, one for flux/vents and one for agility. choosing one will lock you into that tree and the next upgrade available will have upgrades centered around the philosophy of that tree. With the final upgrade granting small bonuses to the other stats in addition.

This could also tie into harder fights with the AI, since their ships can be of a high quality even though there are few of them, meaning some level of tension before a battle ensures since you cannot know reliably what kind of upgrades a ship has, if any.
Ofc, salvaged ships that had upgrades should not have the upgrades when you get them.

Thoughts? idk how difficult this should be to implement, but since all it is is number tweaking, it should not be insurmountable right?

10
Suggestions / Re: Add another weapon mount type called "LOCKED"
« on: June 17, 2012, 11:41:37 AM »
Well, i've always wanted a tier above "Large" Would make sense that Huge mounts would have some drawbacks, such as being locked when placed.
-wishing for a Battleship esque design with 2-4 huge mounts sporting tripple+ high caliber long range cannons.

Pages: [1]