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Messages - Drazan

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31
Suggestions / Re: Reduce squall missile health
« on: October 09, 2022, 08:53:04 AM »
Inb4 people come here saying that bUt SqUall WIlL bE nErfEd. Yes we know, it will still do the same amout of damage and overwhelm pd just the same so something has to be done about that.
The large missile rooster will be expanded but if squall will be still as good as now then the new missiles will not see much use. (Except if they are broken storng as well, which I hope not, let this game not devolve into even more powercreep with each new update.)

32
Suggestions / Re: Carrier stuff
« on: October 09, 2022, 08:49:24 AM »
Love the OP tracking idea, might be to confusing and/or cumbersome to implement it but a good idea nontheless.

The thing about support foghters is that I would love to see a middle option, but sadly converted hangars + xyphos is already too strong and is only limited by the high OP cost of xhypos. If there was a medium support fighter which would do fluxfree damage and PD it would probably be auto include converted hangar on every ship.

I also dont really get the point of interceptors. They act very much like heavy fighters but they are not supposed to I think. May be fixed by tweaking their behavior a bit.

33
General Discussion / Re: No autosave? Seriously?
« on: October 06, 2022, 02:13:11 AM »
I'm wholehertly rejecting cptZooms attitude to this.

Anyway autosave is a must have. It literally has no downsides, but makes the game nearly unplayable for newbies. As many have pointed out it is 2022, games have came a long way. I started playing Starsextor in 2017 and not having autosave was surprising even then. Actually that was the first mod I installed.
So please dont argue aganist something that would only make the game approachable for new pleayers but have no drawbacks for old players.

34
If we had a medium option support fighter - not as expensie as xyphos but better than mining pods - hten picking converted hangar and putting this in would be a no brainer.
Converted hangar + xyphos is already a really strong choice for most ship.

35
General Discussion / Re: So there was a rant about the doritos
« on: September 16, 2022, 10:14:02 AM »
Well the number of combinations that people have beaten the shunt encounter with (thinking of the double Onslaughts and FooF's midlines) suggests it's not outrageously gimmicky at least, so that's good.

Still very gimmicky beacuse thos onslaughts and midline ship had to be built in a specific way that is mostly only good aganist omegas.

36
Tbh i dont even remember my own Dominator builds, but i was using them as line cruisers to great effect. Nowadays I prefer faster cruisers to complement my capitals (Onslaughts).

37
Only wioth cheat? No way to modify it in the files somewhere?

38
Another funny thing is that the Hound, the simplest, cheapest, most ubiquitous freighter in the sector is on par or above in speed with top of the line highttech frigates xd.

39
Suggestions / Re: Patreon
« on: September 09, 2022, 01:41:57 PM »
Quote
I have no friends i feel buying this game for would be a good investment

Would you pay for Patreon if there were no reward tiers?

Yes

40
Blog Posts / Re: Hostile Activity
« on: September 01, 2022, 02:51:39 PM »
Love the new feature.
Dont like how panther and pirate is going to be boundled up into one. They should be separate somehow.

41
Suggestions / Re: Minor Cosmetics
« on: September 01, 2022, 12:04:38 PM »
Im really aganist the uncertanity stuff for several reasons.
Also aganist the weapon repair bar beacuse it would clutter the UI even more. Weapons will come back online eventually. You just wait a bit, and retreat while they do not work. You would do it even if you knew how much time is left actually.

42
Suggestions / Re: Founding a colony should require a Cryosleeper.
« on: September 01, 2022, 06:44:36 AM »
I would not want cyrosleeper required for normal colonies.  It shuts out too much.  Less systems with a gate, maybe no hypershunt nearby (for those with a tap and willing to suffer cells).

Of course cyrosleepers would be mobile so after you find them you can send or tug them to a desired system and then you can colonize there. If colony number is limited then colonies could have a much larger impact which would be nice.
If there is more cyrosleepers and they are easier to find you can confortably colonize 2-3 systems and nobody needs more than that even now.
For storage repair and base of operations you would be able to create stations or outposts.

43
Suggestions / Re: Thumper buff
« on: August 26, 2022, 03:53:58 PM »
Vulcan + reaper SO lasher works well xd

Edit: I mean as a flagship

44
Suggestions / Re: Excessive profits from Pirate/LP shortages
« on: August 18, 2022, 01:50:51 AM »
I once proposed a kind of provenance system. When you destroy a fleet the goods you retain are tainted. They’re either paperless or the papers they have show them to be someone else’s. (Salvaging exploration content would be fine because the papers would show that the ship was lost long before you left port with an empty cargo bay).

Really love the idea. However it does not solve the problem of buying legitimate goods on low price on maxios and sell them for the shortaged pirates for huge $$$

45
Suggestions / Re: Founding a colony should require a Cryosleeper.
« on: August 18, 2022, 01:47:21 AM »
Looks like lot of people supporting the idea that you can have ports/base of operations/space stations up to size 3 anytime just for convinience. And you would need a cyrosleeper for real colonies. Perhaps there should be more of them, or they should be easier to find. Or one cyrosleeper could be used to colonize up to 2-3 planets in the same system. I would love to see something like this.
Of course if the devs already have some idea underway then I would love to see that as well.

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