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.

Topics - snicka

Pages: [1]
1
Suggestions / More rewards for estabilishing colonies
« on: March 21, 2024, 01:29:04 AM »
As of last patch the colony system is fleshed up in a way more immersive way - factions do actively take issue with you. That's good.

What's not as good IMO, is that the blockades, very Big fleets, and threat of saturation bombardment do not lead to interesting payofs. Colony building presently is much, much more challenge for little reward.

New weapons / ships that can only be produced? Buildings providing logistical benefits? Officer upgrading center? Unique hullmods requiring orbital works?

Please, give some more carrot to all that stick.

2
Suggestions / Silly Asynchronic Skills Suggestions
« on: December 04, 2022, 06:42:42 AM »
One of the ever-recuring topics on this board are the player skills. In this thread I'd like to fire away with some ideas, which could be (hopefully) a food for thought as a basis for basegame/modders. Without further ado:

Ace effect

Effect: Every ship destroyed/disabled by a personally controlled flagship reduces the enemy's deployment points by 10% of the destroyed ship's DP cost, increasing yours by the same amount. Stacks up to X.

Flavour text: Sure, a few more explosions won't exactly break their battle line. But they may as well break their spirits.

Intention: a skill which gives a fleet-wide advantage from player's personal combat performance.

__

Rogue element

Effect: A total of X DP of ships with militarised subsystems can be deployed without DP cost. They can't be controled by orders.

Flavour text: I know it's against the protocol. But I don't exactly have the luxury of being picky right now.

Intention: Besides super early game, I tend to gravitate towards optimal ships. This makes suboptimal ships optimal, thus increasing diversity in play.

__

Flanking maneuver

Effect: Can spend X DP before battle to deploy 1.5 X worth of ships from the flanks after 2 minutes of the fight.

Flavour text: The cavalary is coming. We've just got to hold on before it gets here.

__

Higher learning

Unlocks a variety of options when encountering specific factions:

Hegemony - as per protocol - can pay a violation fee proportional to negative hegemony reputation instead of fighting
Tri-tachion - let's skip to buisness - instead of fighting, pay a cost calculated by multiplied difference of losses in a simmed battle
Sinidrian Dictat - oh, are you afraid? - can duel the opposing flaghsip if it has higher dp than player's flagship
Pirates - ain't she a beaut? - can get out of fight by "donating" certain worth of ships
Luddic Church - Can you tell me about Ludd? - get a chance for repairs and CR recovery

Flavour text: Yes, it IS neccesary part of your combat prepartion course. You'll thank me later.

Reasoning - more diverse options for diverse factions

___

Malware Warfare

Effect: When fighting domain derelicts, after 1 minute take control of an enemy ship up to X DP. When fighting remnants, after 2 minutes overload all enemy ships for 7 seconds.

Flavour text - I'm in. Make it count.

Reasoning - just a sensible interaction to somehow hack the AI based ships.


Anyway, just some food for thought - what are your silly skill suggestions?

3
General Discussion / Combat skills feel like a tax
« on: September 27, 2022, 03:47:07 AM »
Entirely subjective:

Player pilot skills feel like a tax. On every major battle enemy captains have skills on par, or worse - so having player skills often feels like a neccesity, or a handicap if you don't have them, rather than an advantage.

Not saying the game is too hard, not saying that player in a ship can't extract value out of good piloting. Just feeling wrong.

Separate player skills for combat? Assymetric, player only skills?

4
A wise man once said " Yes, command points are a resource i can take value out of" - the statement is oftentimes disputed.

Constant barrage of suggestions and rants about the current iteration of in-battle fleet command system is common in the forums. But hardly ever is there any praise and appreceation for how you can really turn a tide of the battle with them. Below is a scenario which occured to me in a game which could serve as a self-serve demonstration, and also, I hope, a fun challenge. Enjoy!


Admiral Oberon, confident in his ( objectively subpar -.- ) alterations to hottes ship designs fetaured in Culnan Express, decided to impress a high-ranking Sinidrian official. The order, he thought - was simple. A remnant ordo, not even the biggest, baddest one - a regualr one. As he approched his quary, a wave of dread overcame him. Did he judge correctly? For remnant forces, in this day and age, are not to be trifled with...

Did Admiral Oberon bite off more than he can chew? Can you save him from the automated menace, and help him win the love (or at least +3 reputation points) of his Sinidrian lady?

https://mega.nz/file/HFpjCAJC#4NWviuRWfZedop2KK8pc2iLFLzBU65ydXWHLlacyIrs

Alternate title and sort-of-hint
Spoiler
" Ring around the chungus"
[close]

5
General Discussion / Bounties and binary star systems
« on: July 05, 2021, 10:58:21 PM »


[ The gameplay is modded, but i have seen such examples in pure vanilla ]

The bounty description reads "in a binary star system" while the only place with a gas giant is the one with two stars.

Is this intended? Am i interpreting the "binary" wrong? Is it non-binary when stars are closely clumped together, and not just in the same system screen?

6
General Discussion / Welcome to the probe country!
« on: April 26, 2021, 12:19:23 AM »
Probes seem to lead to survery ships which seem to lead to motherships and cyrosleepers. The derelicts are fun to fight and go *kaboom* in a satisfactionary way. I really like those exploaration objectives.

But i still tend to avoid systems with probes like plague. Why? Because the presence of a single probe seems to indicate the system and neighbouring ones (possibly a quadrant even) to be "probe country", where, at least in my experience, there seems to be a shared pool of spawnable exploration objectives, which gets eaten up by probes, resulting in FAR less research and mining stations. In far less rare loot.

Is it only my bad luck, or does anybode else share a similar sentiment?

7
Just as in the title - i've had multiple cases when pursuing unarmed vessels, my ships were behaving as if they were told to attack a radiant fleet, even under direct eliminate order.

Provided a picture of Fury tempering it's namesake in terror of a mighty warship. Did anybody else notice this behavior?


Pages: [1]