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Messages - Drazhya

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31
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.9 RC3
« on: April 27, 2020, 09:07:10 AM »
When I use the Javanicus(SR) it has unlimited and instant replenishment of all fighter squadrons, including bombers. Furthermore, after using it once, every single carrier in my fleet gets the same effect until I reload the game. While sitting in an Onslaught's face with an otherwise-stripped-bare Javanicus(SR) and waiting for my Myrmidon bombers to kill him is funny, I get the feeling this isn't intended.

...I suppose it's worth mentioning that I've only seen this in simulations. I'm not really inclined to bring it into a real fight.

32
Suggestions / Re: Planetary Systems that are 'off the grid'
« on: April 25, 2020, 05:21:59 PM »
There are a lot of storylines that could start or end with 'in a dark corner of the sector, in a planetary system few can access and fewer know even exists...' I was thinking more like derelicts or exotic materials than active human presence, but that would be neat too.

And yeah, I hadn't thought of one-way jump points, but that could work. Would probably need to be fuelless to get around a lack of distress call functionality. If you jump out without fuel, you fall into the nearest gravity well, which isn't this system, and then you can distress call.

It also occurs to me that Transverse Jump could be changed into a quest reward. Still not immediately available to every player, still not something that most npc captains can be expected to have, and not contributing to making one particular skill unbelievably valuable. Though then it becomes less 'yeah my guy is super-skilled and so can do this' and more 'yeah my guy learned this super-secret trademarked skill' since you'd be learning it from someone/something else.

And an exploration marker once you've entered the system for the first time, so can keep track of where it is.

33
...Okay, so I was having a great time fighting Draco and Fang... and then I got a blood harvest. Draco base 45 light-years away hitting my colonies with -3 stability and -50% accessibility. Stacking with pirate debuff. Isn't that a bit much?

34
Suggestions / Planetary Systems that are 'off the grid'
« on: April 23, 2020, 08:55:14 PM »
As in, no gravity wells that access the system. No sun, no gas giants, no jump points, only nascent gravity wells. Maybe only one or two of these, maybe as quest locations, but I think it would be neat to have such systems. Colonies on planets in these systems would probably be unable to access the global market, so would make minimal money and have minimal accessibility, but they would never be threatened by other factions.

To go along with this, a new utility ship that allows captains to use Transverse Jump without having a very particular set of skills, allowing them access to these systems and making the Navigation skill less incredibly valuable.

35
I do appreciate this mod, but it's the things that don't seem right that have me posting. The Hippocampus(Draco) is another one. The Tempest has 50 ordnance, and Tempest(Draco) has 45. The Hippocampus has 80, and the Hippocampus(Draco) has... 45. And then the Wolf and Vigilance are both set to 45 as well, adding 5 for the Vigilance and losing 10 for the Wolf. Seems like a copy-paste error?

Draco vs vanilla is an interesting tradeoff, particularly (for me) the Tempests. The range difference and loss of the missile slot don't matter for how I build them, but the venting bonus doesn't seem to make a much of a difference in AI hands. The shield efficiency and ordnance loss hurt a lot, but at the end of the day, the reason I keep Tempests around is that they're fast, and the faster, the better. The Draco version has a nice aesthetic too.

The Hippocampus, on the other hand... even if it didn't have the OP penalty, that's a harder trade-off. The extra speed brings them up to fast-cruiser standard, which is at least a little helpful, but not enough to keep them out of trouble, so the shield penalty hurts a lot more, the fighter penalty is very painful, and the range penalty matters more.

36
Is there something wrong with the Ionos? Ordnance and armor are about destroyer-average, flux cap/dissipation/speed are about cruiser-average, hull points are somewhere between the two. Cargo and fuel capacity are minimal, no innate hull mods. High Energy Focus and it's shield efficiency is good, that's the only thing even above-cruiser-average for this 22-point cruiser. It's garbage. One-for-one, the Falcon might be better, and it's 15 points.

100 ordnance points. Only dedicated carriers and logistics ships (and built-in artillery ships like Tiandong's Wuzhang and Torchships' High-Tide) get that low.

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