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Messages - Arghy

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256
Modding / Re: Rust Industries Ltd.
« on: February 25, 2012, 02:04:55 AM »
Easier to just have low flux weapons with just HE damage and the ships themselves have really poor flux control so they'll be effective but a simple shield provides a big problem and trying to equip other weapons to counter their weakness means they have a hard time handling it.

257
We need more freighters and tankers, i'd love some super old ones and some fancy new ones.

258
Modding / Re: Point Defense Missles?
« on: February 24, 2012, 05:08:37 PM »
All it takes is a good flak hit to render that entire wall of pilums useless and shields last forever were pilums have a limited supply. I'd love to see missiles that have the range of pilums but more speed and pack a bigger punch--capital killers with the only defense against them is to destroy them before they hit no more raise shields and shrug. The salamander is the missile that all missiles should copy, it tracks and avoids making an easy target of itself--even if your alone and only have the missile to worry about you need to pull some fancy moves and pay attention to avoid it where pilums is just let your PD take them out or raise your shields.

I'd also like to devastate fighters before they get within weapons range forcing them to retreat for repairs before they even make their run and have the chance of completely destroying the squad in a single salvo.

259
Bigger fleets or just slower fleets would be nice until the fleet speed gets changed, chugging along at 108 with 100% speed means i have to loiter around hoping to snag defense fleets. The cruiser carrier is goddamn amazing and same with the projectile medusa.

There needs to be more heavy dedicated carriers, i mean we have a single heavy carrier there should be a huge selection from fast attack to fleet carriers.

260
Modding / Re: Point Defense Missles?
« on: February 24, 2012, 02:43:30 PM »
I'd love to be able to give my capital ships long range PD support esp if someone begins modding in proper cruise missiles and torpedos instead of the current light LRMs.

261
Suggestions / Re: Limited AI ship mod to reduce crew requirements
« on: February 24, 2012, 02:40:04 PM »
I thought of a good way to have way more detailed crew without having to many!

Crew stats! so basically the same crew, green, regular, vet, elite but they would have 3 values: combat, flying, repairing. Marines would literally be crewmen with good combat stats but they would also help run your ships and during combat the highest stats would be chosen first. You can then attach themes after the rank so 'green junk pirate crewman: combat 3/20, flying 4/20, repairing 6/20'. Once the crewmen past a certain skill threshhold you can then change it to 'regular junk pirate mechanic: combat 5/20, flying 6/20, repair 10/20' it would add a massive dynamic to your crew so they arent just ammo anymore and you would feel the loss of each and every man.

If you fixed the stats for each rank and theme you'd split the stack of 500 green crewmen into 3-4 stacks of different green crewmen and you could specialize the hell out of your crew. Going on a hopefully salvage only mission? bring along more mechanics and marines then flight deck crew! going on a fast raid? make sure those mechanics are good fly deck crewmen to squeeze more out of your ships!

You would also add so much more flavor to the different factions and planets, instead of just a random name and number you now know that corvus II produces excellent line crewmen who excel at flying and are good in a boarding action but they lack the mechanical talent of corvus IV with its junk pirate crewmen. You'll return back to that one system that produces excellent rounded crewmen instead of just buying the same crewmen from any station you happen to be by.

262
Mods / Re: 'Junk Pirates' - New Ships and Missions mod for 0.5a
« on: February 24, 2012, 11:49:46 AM »
It will need a heavily armored prow like a beak for ramming.

263
Mods / Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
« on: February 24, 2012, 01:59:37 AM »
The hegemony should be like a far off police force that only runs the show because they send in a huge police force every so often--let the other factions thrive but then when the hegemony supply convoy comes have it come with like 4-5 badass strike forces that clean up the system till they are wiped out. Is there also a way to make the pirates spawn stronger fleets when you get stronger fleets? You really have no choice but to attack all the other factions once your to slow to catch the pirate fleets but it would be fun if there was a large pirate fleet you could occasionally attack.

264
Mods / Re: The Nomads (Campaign Mod)
« on: February 23, 2012, 03:06:52 PM »
Abit of feedback:

The ships are very neat but on their own they suffer alot but as a combined arms fleet their amazing, watched them destroy my fleet of 4 destroyers by slowly pelting them to death with their efficient blasters as i struggled to counter and destroy them. They need a carrier and i love their whole idea--would love to play their faction in a campaign.

265
Mods / Re: [Dev] Green Sun & Other custom factions [Campaign and Missions]
« on: February 22, 2012, 11:37:41 PM »
Proper dakka weapons are missing in this game--the more projectile weapons the better, nothing is more beautiful then my onslaught opening up all at once with nothing but projectile weapons! RUN THOSE MAGAZINES DRY!

266
Suggestions / Re: Stop suicidal AI
« on: February 22, 2012, 10:38:12 PM »
Less ships with better crews makes a huge difference--dont put your entire armada on the field and you'll see the difference... that is unless you've captured so many goddamn lashers you can afford to send wave after wave of them crewed by expendable greenies.

267
Suggestions / Re: Limited AI ship mod to reduce crew requirements
« on: February 22, 2012, 10:03:25 PM »
Going to convert this thread to also talking about different crew types to save space.

I eventually want to see multiple types of every single human crew--i want green marines, augmented crew members who give better bonuses, alien crew members, ork boys and nobs. I want to stop by a remote feudal planet and pick up some super green civilians and not just men--women and children to cause i cant just break up the whole family unless i want to take a rep hit. Civvies can be a step under green crewmen, the same level as slaves except slaves cant advance beyond slave marines for those desperate boarding actions. I want to escort pilgrim ships full of useless people who take up supplys and slow my fleet down, i want to attack these useless ships and turn them into slaves for my brutal campaign against their own people.

I want to raid prison planets for hardened crew members who are handy in boarding actions or extremely effective marines who inflict crew damage as well as marine damage. I want to be judged by my crew, an explorer with women and children is more trustworthy then an explorer with a ship geared for war. I want to capture aliens and enslave them, if their physically stronger then they are worth 4 human slaves! excellent for repairing those ships faster then usual but beware! lose to many marines you face a mutiny--better hope your marines are hardened combat veterans!

I want to break up a fight between my ships because i made women unequal in my fleets causing 2 captains to fight over one.

268
Suggestions / Re: Stop suicidal AI
« on: February 22, 2012, 09:50:29 PM »
Its all about the complexity of the battlefield--with 4 ships your frigates will dance in circles and be amazing but when you got 20 ships and fighters everywhere that same frigate is now ramming destroyers.

Once i get a cruiser in my fleet i pretty much relegate frigates to fodder because anything short of a destroyer is going to make mistakes and they wont recover from them. Its also about what assets their going up against--a frigate can make mistakes with other frigates but if hes facing a destroyer/cruiser who is spewing out death then a small mistake means hes going down.

As a general rule the bigger my fleet gets the more everyone focuses on defenses rather then offense--hardened shields/armor/bulkheads are pretty much mandatory. I've had lashers survive a long time with 2 LMG's on its back, 1 needler on its front turret and 2 mortar launchers with hardened shields but if you dont gain fighter superiority right off the bat all your frigates are going to die. If you have the junk pirates mod get the sickle frigate i've seen that thing survive when cruisers were dying left and right.

269
Mods / Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
« on: February 22, 2012, 09:38:12 PM »
Jesus the every weapon station is beautiful--made the perfect medusa fits and if you got okims mod on there you get tons of cheap weapons to experiment with!

270
Mods / Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
« on: February 22, 2012, 05:42:57 PM »
Yeah until we get new systems theres no reason to artificially limit anything--you can have attrition work its wonders and eventually run out of weapons to which you must wait for the convoy to restock.

Love the idea of a new faction and better station layout and mods being compatible.

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