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 - Reshy

Pages: 1 ... 68 69 [70] 71 72 ... 74
1036
Suggestions / Re: Store Overcrowed
« on: March 08, 2012, 06:59:13 AM »
How about just some filters? We could have a row of tabs above the store pane: "Supplies", "Crew", "Weapons", etc.


How about a proper scroll bar too?  This current one is located on the inside of the inventory so pressing it selects the item instead of the scroll.

1037
Bug Reports & Support / Re: [0.51a] Crew on damaged ships
« on: March 07, 2012, 03:46:25 PM »
What is a bug is that using auto-resolve doesn't lower crew counts.

1038
Suggestions / Re: RUSE Zoom
« on: March 07, 2012, 02:57:03 PM »
I suggested something like this before, he said it could cause performance issues.

1039
That involves a lot of complex networking and a radical change in how the game will be designed.

1040
Suggestions / Re: Add a projectile velocity field to weapon stats?
« on: March 07, 2012, 02:53:43 PM »
It is already in, check the 'Accuracy' stat.  It refers to projectile speed.  The assault chaingun has the accuracy 'Very Poor' whereas lasers and Gauss cannons have the accuracy of 'Perfect'. 

1041
General Discussion / Re: Hound Love
« on: March 07, 2012, 09:55:32 AM »
Some ships need a specialized AI for them.  The AI doesn't know how to handle a ship without shields.  They also don't deal well with ships that have their main guns on the side, so they aren't able to give a proper broadside.


Also:



Why not.

1042
Suggestions / Re: Suggestions & Feedback regarding the Campaign
« on: March 07, 2012, 09:52:21 AM »

Wow, isnt that from Starcraft?

Yes it is, the wireframe from the dropship to be precise.  I like it because it splits up the ship into several segments, which could be done with armor for when it's damaged or not as it's likely that they're alreayd split up into segments, just that they're undefined.


I thought so, awesome RTS.


But, regarding the "upgradeable slots", wouldn't that be just a little over powered if a frigate had, lets say, the ability to attach some sort of very large ordinance to it?

By the way, I completely agree with you on the assignment priorities.


In 'Missions' yes, but you cannot actually customize ships.  In the campaign it can be balanced out with upgrade cost.  For example on a frigate it might cost 2000 credits to upgrade a slot to medium, and it might cost an additional 5000 to upgrade it to large.  Then you'd need to likely buy increased OP in order to carry the weapon which could have a cumulative cost, like upgrading a ship's OP by 5 might be 2500 credits, then by 5 more 5000 credits, another 5 could be 7500, and so on.  The more overpowered the ship is the more expensive it will be.  So you can't make an army of lashers carrying Gauss cannon, but you might be able to make one or two 'elites' that have them.


Example:
Gauss Cannon:  8400 Credits

Upgrading to Medium:  2000 Credits

Upgrading to Large:  5000 Credits

Upgrading OP by 5:  2500 Credits

Upgrading OP by 10:  5000 Credits

Upgrading OP by 15:  7500 Credits

Upgrading OP by 20:  10000 Credits

Overall cost:  40,400 credits for modifications.  You could easily buy a nice cruiser or destroyer for that price.


1043
Suggestions / Re: Store Overcrowed
« on: March 07, 2012, 09:40:40 AM »
i think crew, marines, fuel and supplies should stack up to around 25000 per slot IN THE STORE, but only up to 500 in our cargo, this should eliminate the problem.
Why?
it's the original limit, the idea of stack more is only to clean up the store and make it look more clean, the original limit should stay for within our cargo bay. besides, when alex actually puts in the cargo limit, you probably wont find yourself with more than 500 of anything until late game.

i dont object against it if alex wants to increase the stack limit, it doesnt really break the balance of the same, i dont think, seeing we get 49slots(iirc, dont quote me on this) and that's way more than we need, there's no way we can fill all of that without breaking the cargo limit. well, unless you go around collecting one of each weapon.


I don't see a reason to make to separate stacking systems.  It over complicates things.

1044
Suggestions / Re: Orbital Station Ideas
« on: March 07, 2012, 09:10:04 AM »
If anything items should stack to larger amounts to avoid the issue also popping up in your inventory.

1045
General Discussion / Re: Aurora class is awesome sauce!
« on: March 07, 2012, 09:08:32 AM »
The aurora class is basically a capital ship, being only one point off of being classified as one, but keeping the speed of a cruiser.

1046
Suggestions / Re: Store Overcrowed
« on: March 07, 2012, 06:56:49 AM »
i think crew, marines, fuel and supplies should stack up to around 25000 per slot IN THE STORE, but only up to 500 in our cargo, this should eliminate the problem.


Why?

1047
Bug Reports & Support / Re: Java Heap Space
« on: March 05, 2012, 06:56:27 PM »
Still the same huge fleet?

Yup, my fleet is 5569 units in size.

1048
Bug Reports & Support / Re: |Abnormality| Capture System
« on: March 05, 2012, 05:49:46 PM »
That`s actually a normal situation. He controlled it before you got there. He returned while you were capturing it and while he was alive and flying near by he bought his comrades some time sacrificing himself.

Your fleet objective was to secure the objective by eliminating all the enemy presence. While there is at least a single enemy ship defending the objective - your fleet has no influence over it. You see you can`t capture something while there is a resistance nearby.

If it reverted to normal and both of your fleets were nearby and it didn`t pause - that would be a bug/abnormality.

Except I can get it 90% reverted to neutral and a ship can come in at any time and reduce that almost completely.

1049
Bug Reports & Support / Re: Java Heap Space
« on: March 05, 2012, 05:48:48 PM »
Heheh, ouch. I'm guessing it's an issue brought on by the size of your fleet, then :)





1050
General Discussion / Re: The feel of Cruisers and Capital ships
« on: March 05, 2012, 04:26:04 PM »
Despite how ineffective some of the capital ships seem now, they are getting a speed boost in the next update, not to mention the fact that the Odyssey is *** AMAZING. PD to the right, all-out nuclear warfare to the left. Not to mention the speed, which helps with repairing a fighter wing or two on the frontlines. Four of those babies loaded up with Assault weaponry and PD that makes a Broadsword cry, you can literally destroy anything. I want to note that in big enough numbers, I have seen Broadswords damn near vaporize an Onslaught.


I wish the AI knew how to pilot the Odyssey.


Also, whenever an enemy fields a capital ship I just throw frigates/bombers/destroyers at it equipped with bomb bays.  A single bomb-bay does about 6000 damage if all hit, a paragon has only 18000 HP usually, so 4 bomb bays to an unshielded part of the ship destroys it near instantly.  Heck, a laser can be equipped easily with 5 bomb bays, that's 40,000 damage.  Sure it's a one shot deal, but who cares when it can destroy a capital ship single handedly.

In fact I made one, 3 cluster bombs, 2 standard bombs, 2 triple sabots, Augmented Engines, Stabilized Shields, Hardened Shields, and remove the flux vents since there's no flux generation on the weapons.  Or you could be boring and spam bombers and torpedo fighters at them.

Pages: 1 ... 68 69 [70] 71 72 ... 74