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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - bobucles

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16
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 08, 2021, 05:02:00 AM »
Should Cybernetic Augmentation give bonuses to raids/marines?

Should it? :)

Yes  :P
No need to be major bonuses
Cybernetics are rarely used on healthy humans, but make a great way to extend the careers of casualties. It may be cool to have a simple reduction in the number of marines lost in raids. Tactical drills could lose the casualty bonus, and instead get a marine XP buff (which makes more sense for intense training imo).

17
Blog Posts / Re: Skill Changes, Part 2
« on: July 16, 2021, 01:16:49 PM »
It's certainly more fun to play with over tuned talents than under tuned. Star sector is a single player campaign after all. If it feels like good, fun talents stand out because other trees lack that same punch, it may be worth trying to improve those trees instead.


For example, safety overrides is one of the most game changing hull mods there is. Perhaps a talent should target it directly? The concept of reckless ship design doesn't fit in leadership, combat or technology. It'd be right at home as an industry skill.

18
Blog Posts / Re: Skill Changes, Part 2
« on: July 16, 2021, 12:33:57 PM »
Quote
The one issue is the Phase Anchor hullmod (the one that makes the ship slower, but with a higher phase-time multiplier) – the ship just feels too slow to fly, and the extra time multiplier doesn’t feel like enough to make up for it. So that’s something I’d like to take another look at.
This one is probably an easy fix. Its main goal is to boost brawlers, by effectively giving better flux/weapon recharge? Skip the time acceleration, and just do that:
- Weapon cooldowns +30% faster during cloak
- Soft flux dissapation +30% during cloak
- +30% ability recharge during cloak

The 4x/-speed combo also hurts the overall distance a phase ship can wander during its PPT. That can be duplicated with:
- PPT burns 30% faster during cloak
But who wants to have bad things on their hull mods?  ;)

19
Human neurons respond to changes, not lack of changes. Inverted information (I.E. Golf mechanics) are bad.

20
Suggestions / Re: System Expertise Balance
« on: May 07, 2021, 05:59:23 AM »
Doom was always very powerful. It could obliterate flight squadrons when carriers were king, and it has what might be the most lethal subsystem in the game. Getting 50% more of the best thing is obviously going to be crazy good.

21
Suggestions / Re: More ballistic HE options
« on: May 06, 2021, 08:22:25 PM »
Foof knocked it out of the park. Weapons don't exist in a vacuum. Medium ballistics always have some friendly missiles to go with them, creating a common one-two punch of kinetic bullets followed by HE torpedoes.

22
Suggestions / Re: High Flux Increases Phase Cooldown
« on: May 06, 2021, 08:21:50 AM »
You are correct that having the control behavior change without good feedback would suck - varying phase cooldown length should be telegraphed in multiple ways:
- the flux bar is one already
- a message on the left side indicating exactly how long the cooldown will be (and/or counting it down like for overloads)
- maybe make the edges of the phase ship glow in proportion
It's not just having the mechanics telegraphed, but the issue with having the mechanics dynamically changing every time. There's no way to get a feel for it, so the play is to stare at the visual indicator. It also doesn't help that those timings will change with capacitors and different ships. The timing is unnecessarily complex.

23
General Discussion / Re: Carriers mid-late game
« on: May 06, 2021, 04:28:53 AM »
Normal ships got stronger thanks to s-mods and skills, while carriers got weaker at the same time. Carriers effectively got double nerfed, but they were never crazy enough to need a double nerf.

Carriers would probably be fine if they kept the old hangar hull mods. Carriers can't gain too much from s-mods, because most of them are direct combat skills and carriers will never be good in direct combat. They would have scaled far less than regular ships, allowing them to catch up.

24
Suggestions / Re: High Flux Increases Phase Cooldown
« on: May 06, 2021, 04:13:29 AM »
It's generally a very bad idea to place game control mechanics on a curve. There's a reason that action game characters don't slow down at low health. Having your control set change is a horrible feeling and ruins the intuition of controlling your character.
Ah, I have a feeling my point wasn't clear. It's this: if phase ships can be hit with enough EMP weapons for these mechanics to come into play, this means they're already easy enough to hit and these mechanics aren't necessary for making them easier to hit.
Subsystems can be shut down by more than just EMP, a good whack will shut them down as well. That moment of vulnerability is rare, but would  still drastically change phase play. Phase frigates would be forced to disengage, not a problem against cruisers but a struggle against other frigates. The DOOM has too many redundancies to get totally shut down, so it's not an instant death sentence for them.

I still think that phase subsystems is the right way to go. It's very dynamic and creates more exciting situations for phase ships. Subsystem mechanics mean that a phase ship taking constant chip damage is going to have a malfunction sooner or later, and then the hunter becomes the hunted. The challenge is simply finding the right sort of punishment for it. For example, what if the ship can still phase but it loses mobility under cloak? The phase ship is effectively trapped, burning flux but unable to truly escape. Should it stand its ground or try to escape in normal space? Does it have enough flux to do the repairs in cloak? That's a complex situation and I don't think players can really intuit how it will work unless they play it.

25
It just occured to me and I have no idea how this would shift balance, but it sounds cool anyway:

Make EMP arcs force ships out of phase.
It wouldn't do anything at all. EMP arcs spawn after a ship get hit, and phased ships can't be hit. So the effect will never happen.

26
Suggestions / Re: High Flux Increases Phase Cooldown
« on: May 04, 2021, 05:22:50 AM »
Currently the phase action is pretty instant. If there was a windup, it would remove twitch play and make projectiles harder to avoid. Obviously that would make missiles far more scary.

For crazy shenanigans, make phase cloak decals a subsystem that can be disabled. Every downed drive will slow cooldown and increase cloak time. If all the cloaks are disabled (tiny ships only have 1), the ship can't cloak. EMP weapons would get a HUGE leg up against phase ships, creating a weapon type suitable for attacking them. Small phase ships would get much easier to destroy, while large phase ships have a bit more resilience against being helpless. It'd be very difficult to totally lock down a Doom's 4 drives, but smacking 2 or 3 will give extra time to deal a devastating torpedo strike.

A major advantage of phase cloak subsystems is that it's a very tunable system. Subsystem HP, down time and penalties can all be tweaked, and it works explicitly on phase ships without messing up balance elsewhere. Phase ships can stay dangerous in all the fun way, but they now gain a weakness to be scared of.

27
General Discussion / Re: Fragmentation got left behind?
« on: May 03, 2021, 09:11:19 AM »
The armor nerf is mostly due to armor skills being weakened. Fragmentation damage is absolutely miserable against residual armor, especially on the beefier ships.


It is a bit annoying that Frag damage is 100%/25%/25%, when the other weapons are 50%/200%/50%. This causes fragmentation values to appear twice as large to compensate, creating an illusion of them being effective.

28
Phase ships toe a very dangerous line against torpedoes. If they can phase quickly they can avoid the most lethal punches in the game. If they can't, they're easy pickings for missiles.

29
Suggestions / Re: High Flux Increases Phase Cooldown
« on: May 02, 2021, 06:02:22 PM »
The strength of the most dangerous ships can be summarized in one word: Venting. Phase ships have a lot of venting ability. They further benefit from phase cloak boosting their vent rate, and by not investing flux into shields.

30
Suggestions / Re: Pulsars should have warnings!
« on: May 02, 2021, 03:39:01 PM »
Overall, the UI does feel lacking when your fleet is in extreme danger. The visual feedback doesn't really match the reality of OHGODOHGODEVERYTHINGSMELTING.

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