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Messages - snicka

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16
Suggestions / Re: Salamander health increase
« on: March 03, 2023, 10:22:12 PM »
Please do not buff the Salamander - it already is the missle with worst Anti-Flanking-Player*Annoyance/Anti-Ai factor in the entire game.

17
General Discussion / Re: Ideas to nerf the [Redacted]?
« on: February 28, 2023, 05:39:37 AM »
I'd consider it flavourfull that autistically optimised ( I know that's not the case, but it would flavour-wise suit AI) would destroy a traditionally flavourfull player fleet.

Lore wise that's how it should go, i guess?

18
General Discussion / Re: I LOVE SALAMANDERS!!!
« on: February 27, 2023, 04:06:33 AM »
In all seriousness, does anybody seriously consider adding salamanders while fleetbuilding?

Would love to hear about when and why - for me they always have been just a MAJOR playerside pain in the engine.

19
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc2 (2023/02/16)
« on: February 23, 2023, 02:01:18 PM »
Okay, how in the flying duck are you even supposed to attempt the cataclysm with normal battle size without any kind of extreme modded cheese ships?

Ever since it stopped teleporting in between ships, and started popping somehow to the side, i feel as if the firepower combined with mobility as absolutely absurd, higher than even the literall cancer fleet capital.

What is the intended strategy here?

20
Is the station in K[REDACTED] supposed to spew 3 copies of the [REDACTED] with 2 at the same time and 3rd deploying after first enemy ship explosion due to not counting the DP of the [REDACTED] for a brief moment?

If so, what is the intended strategy to deal with it? -.-

21
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: January 23, 2023, 05:35:22 AM »
Any chance of changing the hell hound?

They zip around like flies on cocaine with no counterplay i know of while being supremely tanky, and RANDOMLY may provide a benefit way unproportional to their DP by yeeting a capital to Ohio, way from the frontline.

22
Suggestions / Re: What could be done with Safety Overrides
« on: January 16, 2023, 03:50:41 AM »
Please make the New-SO a separate hullmod.

I like the current one. It goes zoom. It fells arcadey,  much distinct from everything else. It provides a fancy asymetric playstyle,  where you fell like on a different set of rules from the enemy

23
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?

24
What I miss the most about that, as a sidenote,  is the dynamic recalculation of dp balance after destroying enemy ships. Can we have that back?

25
Suggestions / Re: New Player Experience SUCKS
« on: November 18, 2022, 01:11:19 AM »
It may be a good idea to put a mission with bare bones hulls needed to be outfitted and a selection of weapons - to emphasise the importance of fitting.

All that with autofit disabled.

26
General Discussion / Re: Skills and the Major problem with them.
« on: October 25, 2022, 02:42:18 AM »
I am once again calling to consider combat skills assymeteic.

They are strong, very if you can use them, just not as automatic as fleetwide bonuses. But become a tax of sorts later on.

Also, a PSA - if you want a power fantasy, properly made Ziggy is absolutely absurd. If it was a modship, it would be considered completely op and unsuitable for vanilla.

Other than that i strongly believe skills are  mosty fine. There are many strong options,  many interesting options, and significant opportunity costs leading to varied playstyles skill - wise.

27
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?

28
General Discussion / Re: The State of Phase in 0.95.1a
« on: December 22, 2021, 10:34:24 AM »
Phase ships are obviously overpowered in skilled hands, no significant changes here.

But boy oh boy do i LOVE the changes from perspective of playing against phase ships. Would send a jar of cookies to developers if i could.

I'm a salty person. And my sodium chloride levels soared every time a phase heavy fleet approached. Couldn't do anything about those without proper preparations. They'd probe you rectally. Outplay you like some bunch of ultra instinct hummingbirds on crack, with literally machine reflexes. Almost untouchable, uncounterable, un-outplayable.

The new changes made them able overextend. To be rushed down. Brought balance and counterplay to the universe. Showed them fear.

These are good changes.

29
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 11, 2021, 06:09:42 AM »
Maybe obvious, but PSA:

Unless I'm a ***, with neural link and ai ships skills, without using cores, you can have two high cr radiants benefiting from your combat skills. TWO. RADIANTS.

30
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: November 11, 2021, 03:32:38 AM »
The mod is great, i epsecially like the hubships functioning as research stations you have to fight against for blueprints.

Only thing i have gripes against is the HVB from this - a literall HORDE of wadjets is not something the initiall description prepares you to fight against, and the Sakura cruiser recieved as a reward seems underwhelming - yeah, it is supremely tanky, but lacks the weapon mounts / systems to actually do something fancy with that tankyness. At least in my experience.

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