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Messages - Steven Shi

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1
General Discussion / Re: Why doesn't this happen anymore?
« on: April 19, 2021, 10:50:46 PM »
Is it possible to have the tabs fixed? Depending on your fleet position, the options keep changing position because things get added or removed and it drives me crazy having to search for the 'local', 'bounty' and etc tabs. Can we just have fixed number of tabs and if it's not relevant to your position, mark it as 0.

2
General Discussion / Re: Regarding exploration QOL
« on: April 13, 2021, 05:03:42 PM »
Being able to at least mark a system as "important" would be nice; finding a hypershunt, some sort of station or a cryosleeper is worthy enough of a map marker, IMHO.

As for neutrino detector, I think the false signals are kind of important to the minigame; otherwise you're just being led by the nose, like a Skyrim objective.  Being able to sniff out the false positives and identify the real signals is part of the fun of hunting.  If anything, it's the cost in volatiles that kinda turns me off; having to stock up is not only expensive but cargo-intensive.  I also don't often feel the need to scour a system thoroughly enough to need the detector but that's only tangentially related.  If a mission says "outer reaches" I don't bother; it's never worth the effort.

How DO you use the neutrino detector? I tried to follow the blips but never found anything.

3
General Discussion / Re: The new Breach SRMs rule
« on: April 07, 2021, 05:55:05 PM »
But does the AI know to save the ammo when the target's armor is stripped? It's such a waste using breach srms as damage dealer.

4
I skipped wolfpack quite easily. Frigates just don't have the staying power compared to larger ships and yes, they end up mostly used to just capture points in major fleet battles.

With the AI's tendency to bunch up to cover each other, you just don't have the opportunity to swarm a larger ship like a submarine wolf pack. The nail in the coffin is the 30-ship fleet limit - cheaper supply cost doesn't matter if you can't win. 

5
General Discussion / Re: Oh dear..
« on: April 06, 2021, 07:17:28 PM »
is it possible to counter that?

Tachyon spam with range modules and stay out of the range of the station?

6
General Discussion / Re: How I do delivery missions?
« on: April 05, 2021, 08:37:04 PM »
Nah, just bad luck. I've only came across one delivery mission I can't do. 6000 space requirement and while I did have 7000+ cargo space, only 2000 was free. 

7
General Discussion / Re: Pet Peeves
« on: April 03, 2021, 05:01:09 PM »
Did you not deploy your flagship? It's kinda unintended (and given officer bonuses, unadvised).

Sometimes your own ship gets popped.

8
General Discussion / Re: Pet Peeves
« on: April 03, 2021, 05:40:09 AM »
oh, adding one more:

Faction turning hostile with zero warning. If you are on a commission with a faction and doing odd jobs near a 'neutral faction' fleet, I really don't want a hostility notification to be the only warning I have to get the heck out of the system. Same playing trader where your destination station is suddenly hostile.

At least have a "Faction X and Faction Y's relationship is deteriorating due to an outbreak of Z. War is expected to be declared with 30 days" pop up so players can prepare.

Also, give us a reason, even if it's flavor text, why two factions are suddenly at war. This is worse can CIV AI declaring war and peace at a drop of a hat.

9
General Discussion / Pet Peeves
« on: March 31, 2021, 04:06:17 PM »
Okay, really enjoying 0.95 but I have a few nagging issues. Hopefully, Alex can address them sooner than another 2-year cycle or there's a solution I'm missing.

1. New bar quest. Would it possible to hyperlink the system in question onto the galactic map? Just a name and distance isn't good enough if I just want to pick up a bounty or something on the way to a real job. Is there a search function for a particular sector?

2. Can we update the galactic map with better Ion storm location as we explore the further? I get at the beginning astrograph/fog of war is bad and you are playing magellan but once you've found a nice safe route to one side of the map tucked away among wild storms, I really don't want to keep remembering where the entrance is. I know the mini-map is somewhat more accurate but its distance coverage is too small. Oh, apparently the new 'going slow' can mitigate storm damage. Need to confirm that later.

3. Are the factions able to colonize beyond their starting planets yet? I know some mods have coded in expansions so I was hoping 0.95 would change up the map a bit in late game. Or is it a mistake to sell all the class-V data to pirates rather than my own faction?  :P

4. Is it possible to check the price of items on another planet within the system you are in? I mean, you can see max/min prices of certain items from across the galaxy if you right click it but it can't show me the price of food on a planet next door?

5. Neutrino scanner. AARGH!

10
General Discussion / Re: Making money in the new version is too easy
« on: March 29, 2021, 10:16:08 PM »
Well, drug dealing IS suppose to be insanely profitable...

Maybe Alex need to code in an event where the equivalent of INTERPOL busts your ass in a sting and you have to cough up a massive fine or be black listed on all non-pirate worlds. Current patrol inspection just doesn't have enough risk vs the reward of drug money.

Anyway, Alex really need to take a long look at the economy balance and add some self-adjusting mechanics or players will just min/max all the fun out of the game.

11
General Discussion / Re: Quick question
« on: March 29, 2021, 05:57:38 PM »
Thanks. Man, under the fleet log...lol  ???

Oh, has anyone found a use for the neutrino detector? I guess it's asking you to follow the blips at the edge of the circle but man, so many false positives.  :P

12
General Discussion / Quick question
« on: March 29, 2021, 04:29:05 PM »
Hi all! Just need some clarification on the new? mechanics.

1. Is the goal of developing a contact just to get better contracts? Do you have to manually click the button to say you intend to develop a particular contact? That part feels less...organic.

2. Is there any way to see if your black market trading has actually tipped off the authority or it's still just a guessing game trying to hide it among legit transactions?

3. I got a notification saying someone among the crew performed well enough to captain a ship but I don't see anyone new pilots in the crew/fleet management. Do I have to click on the notification icon right away? Is there any way to find an promote that crew afterwards? 

Thanks!

13
General Discussion / 0.95 mechanic question
« on: March 28, 2021, 07:36:38 PM »
Is there a in-game codex or a wiki somewhere that has an update on all the new/updated mechanics? I can figure out most by reading the descriptions but there doesn't seem to be any info regarding raiding (is ship boarding still a thing with marines?).

14
General Discussion / Re: 0.95a is Here!
« on: March 26, 2021, 04:38:57 PM »
Yay! Now to send Alex my annual email asking for the code because I have no idea where I keep it every 12+ months.

15
General Discussion / Re: Thoughts on Trading
« on: March 24, 2021, 05:08:07 PM »
The whole economic system is quite easy to exploit right now because the system, while mechanically well thought out on paper, simply doesn't work as a whole in-game. Also, it is at once too basic of an economic simulator and too prone to weird exploitative moments owning to infinite pirate/luddite spawn and a non-existent overarching political/faction relationship layer. Throw in player colonies and everything just goes bananas. 

SS has a lot of neat systems and ideas but I can't help but feel the whole is less than the sum of its parts right now.   

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