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Messages - Gothars

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4351
General Discussion / Re: Faiter119s Youtube Videos
« on: September 08, 2012, 03:04:07 AM »
Nice show with the Conquest. For your next episode I would like to see what you put on a Hyperion. Antimatters? Heavy blaster?

4352
General Discussion / Re: Question: Crew Exp
« on: September 07, 2012, 02:50:07 AM »
IF you go to the cargo tab and hover the cursor over crew, it will show you the benefits. Better crewed ships will take less damage, be faster  and aim better.


better ship/fighter wing piloting

Sure about that? I thought it were only the three things mentioned above. 

4353
General Discussion / Re: A Thread for dreamers
« on: September 06, 2012, 01:36:58 PM »
Use my inherited wealth to buy every ship in the system. Fly around with all the supplies in my flagship and share none with my 100+ fleet. Fly into uncivilised space and see how long the crew can keep themselves alive. Film the entire debacle and distribute it as the greatest indie film of all time. Laugh maniacally as they crash into one another and turn into blazing wrecks. Note all the losses and send them to Guiness Book of Galactic Records as the largest accident in the history of the Universe. Use fame to gain fortune back. Give fortune to son on deathbed. Rinse. Repeat.

But all the ships will try to kill when there supplies run low, for you are the only one with supplies. All of them...
Who the hell said I armed them? Why would I give weapons to the people I want to turn into stars?


4354
General Discussion / Re: A Thread for dreamers
« on: September 06, 2012, 01:23:35 PM »
Use my inherited wealth to buy every ship in the system. Fly around with all the supplies in my flagship and share none with my 100+ fleet. Fly into uncivilised space and see how long the crew can keep themselves alive. Film the entire debacle and distribute it as the greatest indie film of all time. Laugh maniacally as they crash into one another and turn into blazing wrecks. Note all the losses and send them to Guiness Book of Galactic Records as the largest accident in the history of the Universe. Use fame to gain fortune back. Give fortune to son on deathbed. Rinse. Repeat.

But all the ships will try to kill when there supplies run low, for you are the only one with supplies. All of them...

4355
Suggestions / Re: Boarding
« on: September 06, 2012, 01:20:51 PM »
Did Alex ever mention that the current capture mechanic was not final(~ish)? I don't think he would add a whole new mechanic when he did not plan to anyway.

4356
Suggestions / Re: More differentiation for carriers
« on: September 06, 2012, 01:17:25 PM »
When did code simplification become the issue? oO

This is not about simplification or balancing but about choice, the choice to have ships with different carrier-capabilities. It's really not very complex, in its easiest execution just a simple numerical modificator.

4357
Suggestions / Re: Multiplayer Suggestion, A.K.A 'OH GOD NO'
« on: September 06, 2012, 01:06:26 PM »
We need now blood here. ;D We all think too alike!  If someone posts something about MP and they are fairly new, don't beat down on them, just say it's not going to happen anytime soon. Period.

Good way to put it. There are just too many intelligent people on this forum for this kind of stuff to happen. A forum is supposed to be a collaboration of idea. Maybe not new ones, but still a collaboration. It shouldn't be unfriendly, unwelcoming, or exclusive, but rather, friendly and open to everyone's input.

I get the point, but please stop exaggerating so much.  Where was anyone "beaten down"? If you call users (direct or indirect) unfriendly, unwelcoming, snappy, rude and contemptuous that will certainly not help the forum's atmosphere.

4358
General Discussion / Re: Faiter119s Youtube Videos
« on: September 06, 2012, 12:53:17 PM »
Yeah, Conquest is good, looking forward to see of you make a one- or two-sided load out.

Btw, the Medusa is also great with light needlers in the hardpoints.

4359
Suggestions / Re: If You Could Have Three Skills...
« on: September 06, 2012, 11:45:09 AM »
WHEN IN DOUDT BLOW STUFF UP- ships in your fleet explode at a level above them(ex destroyer blows up cruiser size)and capitals just nuke. All this because you stow Inferium charges in your cargo bay.

Love it,


I'm Insured:  You're much more likely to Repair ships that have been disabled after battles, but you have to pay 50/100/350/1000 a week, per ship in your fleet, for the costs of insurance.

Slaver:  After battles, you capture 10-25% of the enemy Crew and can sell them as slaves or use them to man your fleets (albeit they start off as even worse than recruit crew).  However, this makes your relationships with certain factions considerably worse every time you sell slaves.

love it,

Cyborg - You're part man, and mostly machine. Your higher brain functions are enhanced and you can manage much more than a normal human being. However, your crew can't stand the sight of you, and you've taken to locking yourself in your cabin during extended voyages. [+10 FP, -5 CP]

Pyromaniac - You like fire. A lot. The pretty lights when things go boom? Those are your favorite. You hate it when the Big Flame goes out. The crew wouldn't have to get yelled at so much if they would just fix it the first time. [+8% High Explosive damage, +5% burn-out recovery duration, -10% disabled weapons recovery duration]

and love it!


Ok, 3 more:

Terminal Illness: After you learn about your terminal illness, you revise your rather dull live and decide to make for the stars. The ticking clock and the will to archive something within your remaining time lend you unmatched determination and conviction (interplanetary and interstellar speed +30%, CP  +20%, Flagship OP + 20%, Flagship crew upgraded 1 level). Game will end after 1 -5 cycles with your death. Within that time a cure can be found that will remove the trait and all effects, but it's hard to find.

Family Man: You permit you crew to bring family on board of capital ships. That encourages them to do everything they can for their ships survival (crew loss -30%, hull strenght +10%) and, (finding some peace when off-duty) to learn faster (experience gain +10%).  But all the family members need room (1 capital ship crew takes up 1.5 crew space).

Eager Adventurer: Pushing crew and machines to the maximum, you gain a 30% speed bonus when traveling to previously unvisited star systems.  After arriving, you keep that bonus for the first 5 minutes, after which the novelty of the system has worn off.

4360
Suggestions / Re: More differentiation for carriers
« on: September 06, 2012, 10:45:35 AM »
Haha, no way man. There is no way this mechanic could actually make real sense. It's just for gameplay. Trying to justify it is a bit of a hand wave.
For example, I buy 500 supplies from the hegemony and go blow up some tritach fighters. I get a wasp wing, then engage a carrier fleet with them. They resupply 2 times in that fight. Did I just buy wasps from the hegemony? So obviously that doesn't make sense. Carriers are the same because that's easier.

In that example you got some supplies when defeating the first Tri-Tachyon fleet, so replacement fighters could be in there. Well, it's not perfect, but it's something.

I still would like to see it changed, but now mostly for gameplay reasons.


I feel like this is adding needless complexity. What about the other stats that already differentiate them is lacking?

The condor and gemini are VERY different in terms of how and where they can do their refitting This affects how long it takes to repair since fighters have to fly all the way back to your condor on the back lines when your gemini is usually in the thick of it.

Also there's the consideration or their rarity in the campaign and the difference they will have on your fleet economy.

Mh... the Condor has better hull and two times the armor of the Gemini, which in turn has better shields. They are both not qualified to stay very close to the front lines, I think.
But honestly, the Condor is transformed into a dedicated carrier, giving up almost all storage room. The Gemini is a heavily armed transporter that happens to have a tiny flight deck. And the Gemini is just as good (or even better according to you) in a pure carrier-role as the Condor (or the Venture or the Odyssey)? That doesn't make sense to me.



4361
Suggestions / Re: If You Could Have Three Skills...
« on: September 06, 2012, 08:13:13 AM »
I think that skills like "Engineer" and "Salvage" and basically everything that's just good, but does not push your strategy in a certain direction, or really helps making your character an individual,  is more befitting for officers.


OCD, Uncooperative or Rouge's Tongue are great ideas, I would love the game to go in that direction with characters.


Heartless Bastard - Removing escape pods and crew safety equipment from ships to gain more OP (but increasing casualties) , your "cowardly" captains fear you and become "cautious"  

Honorable - Bonus in diplomacy, its easier to get escort and defend jobs, slight decrease in sell prices (you cant to shortchange anybody), lower destroy/capture rate for fleeing opponents

Womanizer/Maneater - Additional dialog options when talking with the opposing sex (Kirk style), positive and very negative reactions possible. Maybe occasionally inexplicable crew gain on long interstellar travels...





4362
Suggestions / Re: Stats page for your ships
« on: September 06, 2012, 06:02:33 AM »
I think the game would need to keep track which shich killed what, and in order to do that it would have to keep track of every individual bullet fired.

4363
Suggestions / Re: More differentiation for carriers
« on: September 06, 2012, 03:58:02 AM »
Little update, Ivaylo explained a possible reason why all carriers have the same repair times:

We also discussed the idea of having fighters that are "packaged" and can only be activated by a carrier's mini-autofactory. It doesn't really build that much, but mostly just activates the fighter, which is packaged in a container designed to minimize space.

Well, that's just my interpretation of it:

So the supplies would include pre-packed replacement fighters, interesting. That might account for the fast repair time, it might mean that fighters are not immediately repaired but deactivated and replacements are activated. That would even account for the fact that fighters have the same repair times on all carriers, even on small ones like the Gemini! Cool!
Well,  there had to be some logistic-geniuses in my crew to plan ahead the rate of fighters in the supplies, but whatever.

Thanks for the answer :)

I like how fighters aren't constrained to carriers alone. But they definitely could use a little something to make them stand out and differentiate the classes of ships. Something to make the astral an immediately better carrier than lesser ships besides just defenses and flight decks.

See the thread linked above, there are some ideas for just that. Even though my lore concerns regarding carrier differences are now eased, I still think more choice would make for more interesting gameplay.

4364
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: September 06, 2012, 03:48:42 AM »
So the supplies would include pre-packed replacement fighters, interesting. That might account for the fast repair time, it might mean that fighters are not immediately repaired but deactivated and replacements are activated. That would even account for the fact that fighters have the same repair times on all carriers, even on small ones like the Gemini! Cool!
Well,  there had to be some logistic-geniuses in my crew to plan ahead the rate of fighters in the supplies, but whatever.

Thanks for the answer :)


Another question, if you please: I noticed the graphics for the tactical map are labeled "warroom", does that mean it represents the character being physically in such a command room while looking at that map?


I like how fighters aren't constrained to carriers alone. But they definitely could use a little something to make them stand out and differentiate the classes of ships. Something to make the astral an immediately better carrier than lesser ships besides just defenses and flight decks.

See the thread linked above, there are some ideas for just that. Even though my lore concerns regarding carrier differences are now eased, I still think more choice would make for more interesting gameplay.

4365
Suggestions / Re: Cargo capacity usage should increase ship/fleet mass
« on: September 05, 2012, 09:35:23 AM »
Sounds like a hassle to me. Cargo ships are slow by nature, and combat ships don't carry much cargo so they would hardly be affected. Only all-round ships like the Apogee and the Venture would suffer.

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