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Messages - ThinMint

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1
Suggestions / Re: Modlist for Saved Games
« on: October 16, 2017, 06:23:42 AM »
You could also do a list of the mods with "tags" of sorts in parentheses.
Example :

Mod A 1.5 (Active)
Mod B 2.2 (Last saved)
Mod C 0.2 (saved with at *date*)
Mod D 0.1 (!!MISSING!! *in bold red letters i guess*)

2
General Discussion / Re: Deployment points
« on: October 15, 2017, 05:31:01 AM »
You need to have more or less the same amount of fleet points as the other guy.
That's it, more fleetpoints turns the tables and gives you the advantage.
I'm not sure if noncombat ships count.

3
Suggestions / Re: Skills brainstorming
« on: September 15, 2017, 12:57:46 PM »
Oops, looks like i also misunderstood, lol.
Yeah it's actually an even better idea than before.

4
Suggestions / Re: Skills brainstorming
« on: September 14, 2017, 09:06:00 AM »
How bout instead of putting points into aptitudes, putting a point in any skill in an aptitude increases the aptitude level?

So if you a total of 3 points into combat skills, you'd have combat 3.
If you put 5 in technology (lets say Electronic warfare 2, Optical Targeting 2 and Navigation 1), you have tech 3.

People are misunderstanding this post, look at the last line in the quote, it's not 1:1.

 I actually like this, you can't just go instantly for the super duper mega ultra cool skill, you need to pick some extra skills in the aptitude first, kind of like in payday 2 where you gotta spend a certain amount of points in a tree before unlocking the next tier of skills.

Also, this model would actually benefit the player in terms of points, since in the game you need 2 points for a level 1 skill(1 ap 1 skill), then 4 points for a level 2(2 ap 2 skill) and then 6 for a level 3(3 ap 3 skill), while with this system you save the ap point from level, and while you spend the same amount of points to get a skill to level 2 or 3, those points are spent in other skills.

Honestly i really support this idea, it allows for more skills to be viable(for example just dropping in 1 point in a spec you don't really want to get just one skill(*cough* Electronic Warfare *cough*) instead of having to spend 2 character points or  simply just making it so the player has to choose more skills, so more get used.

5
Mods / Re: Tradewinds 0.3
« on: September 03, 2017, 06:45:02 AM »
I got excited when i read the OP thinking it was a new mod coming out that would make trade fun, but nope, just a necro.

6
Suggestions / Re: ECM issues and suggested solutions
« on: July 18, 2017, 09:09:52 AM »
An idea:  Objectives increase the maximums in addition to the bonus.  Then, as suggested by OP, make ships give Coordinated Maneuvers and Electronic Warfare bonuses by default instead of requiring level 1 to unlock, and unskilled maximum can be 5%.

That is a very good idea actually, and i had thought of that when i decided to write the post, but i ended up forgetting to add it, oops.

If everybody gets ECM by default, then you're basically arguing for a nerf; I'd be in favor of a nerf where the max bonus is 10%, rather than 20%.  I'd be in favor of that; 20% is a fairly large distortion of kiting values.

I agree that 20% is a huge amount, and making it so that players didn't have to be penalized like that was the idea of the OP itself,to make it so that it the player didn't have to spend character points to not get penalized as hard(not helped by the fact that the player is likely to be outnumbered by enemies if he wants to profit from the fight and therefore will likely be on the losing side of the ecm war), but making the maximum bonus 10% would be hard to spread out into 3 levels of skills.

7
Suggestions / Re: ECM issues and suggested solutions
« on: July 18, 2017, 05:48:10 AM »
Quote
It would make Sensor objectives almost useless for those without Electronic Warfare
Not quite, while they wouldn't do anything if you were already beating the enemy fleet in ECM, they would be helpful for giving yourself that little extra "oomph" that you need to win the ECM war.

8
Suggestions / ECM issues and suggested solutions
« on: July 17, 2017, 06:38:00 PM »
Before we begin, let me say that i love the ecm mechanic, and how it works, but i think it has some issues that need to be addressed.

Issue #1: Taking the ECM skill is practically mandatory.

Due to the fact that everyone(except for pirates, the luddic path and the [REDACTED]) uses ECM in combat, you have no choice but to use ECM yourself or fight battles with a 20% reduction in firing range.This makes the skill be more of a case of "get this to not die horribly" instead of "get this if you want to", and Alex himself said that he didn't want there to be skills that were mandatory. It is also very annoying to have to spend 1 point(if i already spent a character point in technology aptitude for something i actually want) or 2(if i don't) just to not get handicapped at every non-pirate fight.

Solution: Make everyone have ECM by default, with a maximum reduction of 5% with the skills unchanged (1=10%,2=15%,3=20%).The reason why i like this idea is because players who don't want to spend a point in ECM can still defend against it, while players who do spend points into the ability get the exact same benefits. It also makes the leadership skill that adds 5% max ecm rating useful for players who don't spend points in tech. Of course, this will make pirates now have ECM, which can be troublesome, and ecm ratings for things such as the [REDACTED] and stations.This would also fix the other issue

Issue #2: ECM does not come into effect when joining a battle on the side of a faction that doesn't use ECM.

Self explanatory,in fact i don't even think it needs to be separated into two paragraphs, just add your ECM rating to the allied fleet, it's not like the ecm is affecting the enemy because your allies don't use it.Maximum reduction should be the one of the fleet with the most points in ECM on both sides (example, your allies have 5% max reduction and you have 15%, so it uses yours and you get 15% max reduction, while the enemy has 10% on their fleet, so their max reduction is 10%).

To clarify, by max reduction i mean maximum reduction of the enemy's range, not maximum penalty that can be received

9
General Discussion / Re: Can you recover the [REDACTED]
« on: April 24, 2017, 06:26:35 PM »
Lumens? i deal with them with a manually controlled lasher (standard layout) and unstable injector, although they still are real ******* to catch, the lasher's firepower usually kills them once you catch them.
for alternatives, i guess a carrier with fighters might work, or a wolf, considering it's super fast.

10
Mods / Re: [0.8] Useable [REDACTED] 1.0
« on: April 23, 2017, 09:20:05 AM »
Awesome!
do you plan on making the [REDACTED] usable too?

11
General Discussion / Re: Can you recover the [REDACTED]
« on: April 23, 2017, 09:19:42 AM »
They can't be recovered, pretty sad since they're really cool, i would love it if you could get them.
Good news is, a mod for it exists!
http://fractalsoftworks.com/forum/index.php?topic=11833.0

12
Bug Reports & Support / Shared key not working anymore?
« on: January 11, 2016, 02:11:47 PM »
So,i got a key for the game from a guy on my steam group who just posted it there because it was reusable(I have plans of buying the game once it comes out on steam,since i have no way of preordering it now)and it worked up to and including version 0.65.2a,however, with this new version of the game that has come out,the key became invalid.
It still works for older versions though.
Maybe it's because the key is from 2013.
I'll send the key by PM to the devs if necessary.

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