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Topics - Gothars

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46
General Discussion / The changes to colony building (twitter)
« on: December 12, 2018, 07:39:29 AM »
https://twitter.com/i/status/1072619150281981953

So, in the gif we can see two major changes:

1) Industries/structures can only be build consecutively, there is a queue. (Damn, this word trips me up!)

2) There is a limit to to the maximum number of industries (not structures) that is based on colony size.


A level five colony can only support two industries, which seems low. It would suggest that either

a) if you start of with one industry slot a level 3, even at max colony level you can only support about four or five industries (two colony levels = +1 slot). From a total of, what, up to eight*, depending on planetary conditions?

So, you would definitely have to make some hard choices, which I think would be great! Finally not all your colonies will be "I can do everything on my own" powerhouses anymore. Instead trading and settling on planets that can support each other might become more important.

or

b) you start of with zero industry slots, so a colony will just act as fleet base in the beginning. I think that's interesting, too, I'd just hope it wouldn't be to expensive to maintain, with the colony generating little to no income. In this case you'd probably end up with seven industry slots (1 colony level= 1 slot).


In any case, the slot limit and the queuing system/lower development speed will help making your colony safer too, as you can't step on as many toes at the same time. I think these changes are definitely going in the right direction. What do you folks think, are they going far enough or is more needed? (Not that we necessarily know about all changes.)




*(Mining, farming, ore processing, heavy industry, light industry, fuel production, tech mining, sleeper extraction?)

47
Suggestions / A refit UI nitpick
« on: December 10, 2018, 09:57:42 AM »
This is just a tiny thing, but it keeps bothering me: could the hullmod overlay ("Add") in the refit menu please close after clicking anywhere outside it? I'm not sure why, but its visual design with the transparent pop-up and the dark overlay over the background strongly suggest that should be possible. I keep clicking to the left and right before remembering that I have to hit A or the little "go back" button.

Alternatively, lose the transparency effect.

48
Bug Reports & Support / NullPointerException after salvaging debris ...
« on: December 04, 2018, 07:05:20 AM »
...from a LP station. There's no way to leave the menu. I can provide the safe before the battle, if that's helpful.




e/ Worked normal on the second try.



Unrelated: I just fought and salvaged a Paragon with dedicated targeting core installed, additionally to the advanced TC.

49
Suggestions / Easier multi-stack transfer
« on: December 02, 2018, 02:04:48 AM »
Shift+clicking a stack of items sells/transfers it. It would be a great QOL feature if shift+clicking and dragging the cursor over multiple stacks would move them all. Maybe dragging the cursor vertically could even transfer all the items in the horizontal row in that the drag was started.

At the moment it is rather annoying to unload/sell the dozens of weapon types you collect every time you leave port to fight.

51
Suggestions / Beam back to base
« on: November 25, 2018, 06:22:15 PM »
Problem: You have to babysit colonies. Even if the frequency of the attacks is reduced in future updates, it will still interrupt your exploration, trade, whatever you had going on.
Solution: A way to get your character immediately to a colony when it is attacked. Maybe you can just remote control a secondary stored fleet. Either at any time, or only via relay. That fleet can't leave the system as long as it is remote controlled.
Your original fleet just chills while you are "away", maybe at reduced maintenance.

52
Bug Reports & Support / Assorted minor bugs and issues
« on: November 25, 2018, 03:09:04 PM »
I'll will add other small stuff as I come across it.

- An inconsistency: You can't learn modspecs during salvage. You can learn blueprints.

- Bug or edge case? In any case, the text "most come through" doesn't make sense here.



- "w" shoudl probaby show fuel range on the map, like in the intel UI, for consistency.


- The [redacted] ships around the red  planet seem to have pirate names ("Old Earth or Bust")

54
Bug Reports & Support / 0.9a-RC 9/10 Story mission can't be fulfilled...
« on: November 20, 2018, 01:32:53 PM »
...because the station I'm supposed to go to doesn't exist (anymore?). I'm supposed to find a pilot at something (I guess a pirate station) called Claver Headquarters, but at the specified location only a Luddic Path base exists. I let quite some years pass after receiving the information, btw. I guess this unfulfillable mission is no stuck in my intel tab forever.

I have a save if that would help.

55
Suggestions / Three last minute ideas
« on: September 19, 2018, 09:32:51 AM »
1) Character creation determines initially available hullmods. For example, a bounty hunter would know auxiliary thrusters and safety overrides, a scavenger reinforced bulkheads and insulated engines. Of course all the other hullmods can still be discovered.
Advantage: More variety in early loadout design, more (lore and gameplay) distinction resulting from character choice.

2) Character XP gain increases with deploying fewer ships, within a range. The maximum XP can already be gained by a relatively small, but not too small task force that should still reasonably stand a chance against the enemy without the use of exploits or cheesy tactics.
Advantage: encourages restrained deployment, and thus interesting fights, against same-sized and inferior fleets. At the moment that is encouraged only by deployment costs, which is counteracted by the increased chance of losing ships.

3) Smaller fleets can get some loot from bigger fleets in an escape scenario, if they manage do destroy ships. Doesn't it feel unfair if you are caught by an overwhelming enemy and fight some heroic rear-guard action where you destroy a third of their ships, only to be left with empty hands? It doesn't even make a difference if you manage to destroy most of the enemy or none at all.
Advantage: Encourages small-fleet playstile und reduces reloading-if-caught-syndrome.

56
Suggestions / Elite Crew - simplified
« on: September 12, 2018, 07:57:51 AM »
IIRC, the most important reason different crew levels were abolished was to simplify things under the hood, they introduced just too many variables. That's a good reason, but I miss the feeling of having an elite crew aboard my ships.

My idea is: elite crew simply counts as two crew for crew requirement purposes. For crew transport purposes they still count as one. Meaning, you only need half as much elite crew to man a spaceship than you'd need normal crew. That doesn't complicate things very much, does it?
Similarly, you could have unlearned crew that only counts half as much as normal, so you'd need double the headcount. That would also give a reason for transport ships to exist, as ships would need more unlearned crew than they could carry.

I'd also suggest that crew levels are fixed, they don't gain experience. Say, the difference is that some were picked out of the gutter, normal crew went to schools and had some training, and elite crew are from military academies and such. You could only get elite crew in small numbers from military markets and floating cryopods and such.


57
Modding / MOVED: [0.8.1a] Weapon Arcs 1.1
« on: July 23, 2018, 08:12:22 AM »

58
Modding / MOVED: [0.8.1a] Sylphon RnD 0.7a
« on: July 22, 2018, 12:04:48 PM »

60
Suggestions / Skill idea to boost combat aptitude
« on: July 10, 2018, 09:40:38 AM »
It's fun to create a powerful flagship with the combat aptitude, but in the endgame it leaves you weaker than boosting your entire fleet with leadership and technology (and probably industry, after the update). An idea to reconcile that:

A combat skill that increases your fleet's power whenever your flagship damages enemies.  Let's say for every X percent of the enemy fleets total hull points you personally drain, your entire fleet gets a Y percent damage bonus.

I think what would help the combat aptitude's late game usefulness (since the effect scales with your fleet size) while still encouraging aggressive use of your flagship.


We could call it "deconstructive analyses". Maybe damaging enemy ships allows you to scan stuff like the ablation behavior of their armor and the exact tuning of their onboard flux network as it reconfigures. Sharing these data with your fleet allows them to target enemies more efficently and exploit the weakness inherent to their specific configuration and maintenance procedures.

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