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Messages - Serenitis

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1
General Discussion / Re: Is this game dead?
« on: February 20, 2021, 12:58:34 AM »
unorthodox release cycle

This, right here is the problem. But not for the reason you think.

The "mainstream" developers have thrown money, manpower (and mental health) at the task of running what is, in all honesty, some utterly insane release schedules. And every single time they do this the final output of thier efforts is some buggy, barely half-finished thing that the by then exhausted dev team has to go back and fix, while still operating under that same pressure.
It's an entirely self-defeating process that only "works" because there's a fountain of money, and people wanting a "foot in the door" propping it up.

This has become the norm for the industry. This is now expected of every developer reagrdless of if they are capable of doing it, or even if they want to do it.
This stuff happens in every industry to some extent. It's noticeably more common in software, and endemic in game development.
And this is bad.

I'm from a QC/QA background, so from my (incredibly biased) perspective, how Alex is handling development is the right way to do it.
Take the time you need with the resources you have to produce a thing with the highest quality you can. Release, review and correct if needed. Repeat until finished.

Expectation is the key. And a lot of people have had thiers skewed by decades of antics from a few businesses who are more interested in short-term monetary gain than actually producing something good.

2
Suggestions / Re: Independent surveyors
« on: February 18, 2021, 11:37:35 AM »
Okay. Our "thunder" in the context of salvaging is the loot.
If there's no stealing of loot going on, how are these fleets "stealing our thunder"?

Quote
I'd think it equally neat with a surveyor equivalent that you simply ran into out in the wild.
These already exist.
Salvage fleets are sometimes generated in a specific system as if they got there before you. And sometimes they get generated from a colony and head out toward some distant place.
They all hang around wrecks and debris fields as if they have some interest in them, and sometimes they will flip thier transponder and attack you if they think they can get away with it.

If all you're after is some window dressing to make things look like the player isn't the "only game in town", then that's already in the game.

3
Suggestions / Re: Independent surveyors
« on: February 18, 2021, 12:30:41 AM »
NPCs "stealing" loot is irritating.
Even if you indentify and destroy such an NPC you will have also have destroyed a significantly non-zero amount of any "stolen" loot simply due to how loot drops and salvage works.
I can't emphasise enough how immensly annoying such a feature is.

Having salvage fleets sometimes drop interesting things could work.
But having them actually remove things from the world is a hearty "No thanks".

If you want to see "loot theft" in action, look at Transcendence and it's Salvager Nomads. Brown spheres that provoke immense anger just for existing.


4
General Discussion / Re: Why does anyone like these ships?
« on: February 05, 2021, 03:18:35 AM »
Carrierchat

Mora has 1 minute more PPT than Heron, which tbf isn't going to make much difference for most of the game.
At least until you get into the larger fleet battles, when you'll definitely start to notice that you're sending Herons back home a lot.
Heron really does need Hardened Subsystems to keep up with fleet level battles. While Mora does not. So the OP balance swings even further in favour of Mora, as Heron can barely afford things as is.

Mora can also carry a full set of Thunders and Pilum, and act as a Missile Artillery / Interdictor platform. Both roles which conveniently render Mora's lack of mobilty largely irrelevant due to the extreme range at which it can project its power.
(There's nothing stopping you doing this with a Heron, other than the knowledge you're 'wasting' a damage boosting system on things that don't really do any appreciable damage.)

Heron is still my favourte cruiser carrier, just for the combination of mobility and raw damage potential.
But I do like Mora, and will happily use beefcake beehives not only because they're good aggro sinks on the front lines, but having them carrying the fighters leaves the Herons free to carry the bombers and take full advantage of that wonderful system.

5
Suggestions / Re: More Obvious Planets on The Map
« on: February 02, 2021, 02:20:37 AM »
enable exploration map info and some nice bracket appear next to each planet.

There is also the option to have the names of objects appear next to them in the <Tab> map, which makes things even more visible.
(Iirc you have to turn on "names" and turn off "inhabited")

6
General Discussion / Re: Is this game dead?
« on: February 02, 2021, 02:15:44 AM »
A wizard is never late, nor is he early. He updates his java application precisely when he means to.

7
General Discussion / Re: Why does anyone like these ships?
« on: January 30, 2021, 11:56:58 PM »
Mora
A carrier brick that can happily sit on the front line so it's fighters don't have far to travel to rearm etc.
Since it is mostly going to be getting in faces, it's entire armament can be heavily biased towards kinetic PD to tear down shields. This has an added bonus that it's light on both OP and flux requirements, so the Mora often has lots of OP to spare for better fighters or even hull mods.
Two medium missiles also represents a fairly decent amount of potential.

It also has a high enough burn speed that it doesn't slow down most fleets. And the only real downside of it is the low battle speed, which apart from being mildly frustrating tends to make retreating a Mora something of an aspirational concept.
The only thing I actively dislike about the Mora is that it has a small ballistic hardpoint on the front. On a brick that barely qualifies as mobile.
That thing stays empty.

Lasher
I feel like the Lasher is something that deserves more love.
It's a good ship that can "punch up" remarkably well (it's been described as a "disgusting little monster" for good reason), and makes for an amazing early game flagship or wingman. But you'll harldy ever see one in that context unless the RNG drops one in your lap early enough.

The main issue with the Lasher is it's less than stellar battle speed.
In the early game it doesn't matter too much as almost every hostile fleet you encounter will be brave enough to attack you, so they're always coming to you anyway.
But once you progress a little and hostiles are more cautious, the Lasher's lack of speed will make using it frustrating as it just can't keep up and gets kited by faster enemies.
And while it can attack bigger targets better than most other frigates, it still struggles with heavy shields & armour and it simply doesn't have the PPT (or durability) to waste on a slugging match.
Even when you keep frigates in your fleet solely for pursuit battles, the poor Lasher just can't move as fast as Wolves or Tempests and becomes a liability.
You can use Saftey Overrides to give you that speed, but you're trading off the already low peak time.

Imo, it would be nice if there was an option to start with a Lasher.

Shrike
The Shrike is just two frigates precariously balanced one on top of the other wearing a trenchcoat.
All it takes is a little nudge and it falls over.
That medium missile though, can give it a fairly big hit.

I'm not a huge fan of the Shrike. I will use them if I have nothing else, but it wouldn't be my first choice as they're a little too fragile for my taste.
And of all the ships, Shrike is one I find particularly difficult to outfit in a manner I am satisfied with.
Whenever I do use a Shrike it will almost always be a few battles of me trying various things and being disappointed, followed by just turning it into an EMP support ship until something better comes along.
It "feels" like it struggles for OP as it can't afford to both fit a decent weapon and the vents to support it without compromising other things too much.
Shrike really doesn't cope well when you don't have access to everything and have to make do with whatever junk you can find.

8
Suggestions / Re: about missiles
« on: January 29, 2021, 01:20:58 AM »
This is one of the reasons (arguably the biggest one) I prefer missiles to regenerate.

The AI can be "gamed" into using missiles in situations which effectively waste them. Which the encourages the player to not attack anything "properly" until this ritual has been completed, and the AI has no more missiles.
Whether this is accomplished by clever manoeuvring or by deliberately sacrificing ships, the result is the same: The AI is de-fanged, and rendered noticably less dangerous.
I am not a fan of this kind of "metagame" stuff in a single player game.

When missiles never technically run out the AI can still be made vulnerable, but it's a window rather than a permanent state past a given point. And if it stuffs things up as in the examples provided, if it survives it can come back and have another go.

Note: This is very much a niche view, and is unikely to ever be anything but.

9
General Discussion / Re: How rare is this?
« on: January 25, 2021, 10:54:59 AM »
Oops

Spoiler
They're simple folk.
The common clay of the far reaches, trashfleeters, people who don't understand basic mathematics.
Y'know...

...morons.
[close]

10
General Discussion / Re: How rare is this?
« on: January 24, 2021, 02:39:26 AM »
Hey, something I actually know a thing about.

The way the procgen for planet conditions works is that each time it's called to do something it looks at a table and 'draws' what are essentially 'cards' from a deck composed of number in that table.
For most conditions, the majority of these 'cards' are blank - ie; the planet gets no condition for that particular trait/resource etc.

Inimical Biosphere is one of the simplest conditions. It's binary. It's either present or not.
It also doesn't have any exclusions, so it can appear anywhere as long as it's specified in the table.

The first planet type in the list is Gas Giant.
For I. Biosphere the gaint category has listed under it:
Code
biosphere_no_pick: 500
inimical_biosphere: 1
This means that whenever a Gas Giant is created by the procgen, it has a 'deck' of 501 cards, and only 1 of those is I. Bioshpere. All the rest are blank.
So a gas giant has a chance of 1/501 = 0.002% 0.2% of having Inimical Biosphere.

Chance for Inimical Biosphere, all planet catagories (and exceptions) are:
Gas Giant: 1/501 = 0.002% 0.2%
Barren: 1/1001 = 0.001% 0.1%
Rocky Unstable: 0/0 = 0% (Blank entries - effectively zero)
Rocky Ice: 0/0 = 0% (Blank entries - effectively zero)
Barren Desert: 1/101 = 0.01% 1%
Volcanic: 1/1001 = 0.001% 0.1%
Frozen: 1/101 = 0.01% 1%
Cryovolcanic: 1/101 = 0.01% 1%
Irradiated: 1/10001 = 0.0001% 0.01%
Toxic: 1/1001 = 0.001 0.1%
Terran: 0/0 = 0% (Blank entries - effectively zero)
Terran Ecc.: 1/11 = 0.1% 9%
Arid: 1/11 = 0.1% 9%
Water: 1/11 = 0.1% 9%
Tundra: 1/11 = 0.1% 9%
Jungle: 10/20 = 50% (This is the only specific planet type which has an override/exception to its category for this condition.)
Desert: 1/101 = 0.01% 1%

So your answer is; quite rare.
When you generated your sector, that specific planet was a 1-in-a-thousand event. The second rarest possible.
And this is all vanilla. Unknown Skies doesn't alter existing conditions, it only adds them to it's new planet types.

[e]
I left all the dumb stuff in because lol.

11
Maybe scavenger fleets "intending" to turn hostile could be telegraphed by expanding red rings (similar sensor rings/pings) coming from the fleet in question?
A grey independant fleet with red pusing rings around it might be noticable enough.

12
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: January 18, 2021, 08:25:18 AM »
I find the entire reverse engineering process to be too convoluted to even bother with, if I must be honest. 
I had the same thought.
Single ship blueprints are rare enough that you can't rely on finding duplicates at all. And valuable enough that there's not really any such thing as a 'spare' one you can just casually swap for something else.
There *is* the whole 'difficult choice' thing going on. But that isn't relevant when it all depends on RNG, and you have multiple ships sat at 100% completion you can do exactly nothing with because you don't have any 'spare' single ship prints.
And those prints also need to be for the exact same size of ship as well, which further reduces the already tiny scope for use this thing has.

The 'something for nothing' argument I honestly don't think applies here either, as the player needs to put in a non-trivial amount of effort just to collect ship hulls. (12 is the highest number I've needed so far, and that took quite some time.)
I can see why it's been done like that with the prints vs lore, but it really doesn't do anything positive for gameplay (imo).

In the end it's not really any of my business if this gets changed or not. But feedback is always good, or at the very least useful.

13
General Discussion / Re: Ship tier list
« on: January 10, 2021, 06:18:45 AM »
I started playing after the change, was the Venture too strong or something with fighters? I'd see that strong but not something that anyone would see as overpowered. Am I missing something, what was the thinking at the time?
Iirc it happened before the XIV ships were a thing - so 0.7ish?
There will have been a reason for it, but what it was eludes me at present. I haven't managed to find it in the patch notes yet either. (There's quite a few other things I can't find...)

The big mining drones could stand to be better
They could.

14
Suggestions / Re: Early Game Issues
« on: January 10, 2021, 05:49:54 AM »
While black market can have some really good ships here and there, what would be the point of it if it could never have good ships? Likewise with open market. You'd only ever use them just to buy tankers/freighters.
I dunno how I feel about turning reputation into a further grind for ships.  It does makes sense thematically.  I just don't like having to gain reputation 3 or 4 times with all the vanilla factions, and then doing it with a bunch of mod factions is just depressing in a single game.

We already went through something similar with faction commissions gating everything useful, when every faction (including indpendants) required one to access anything beyond the most basic ships or equipment. (0.7.1a)
That got changed because forcing the player to play in one specific way in a sandbox environment is a bit silly. (0.7.2a)
Why do we want to do that again just with a different set of hoops to jump through?


One way of 'metering' the loot progression could be to give the drop tables some weighting based on how far from the nearest core system they are.
The further away the drop is, the more likely it is to contain something of value, And vice-versa.

15
General Discussion / Re: Ship tier list
« on: January 09, 2021, 07:27:00 AM »
One of the things that hurt Venture most was losing it's fighter bay and having brick drones locked in.
I'd like to see that capability return, even if it means losing the bay entirely and replacing it with built-in converted hangar.

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