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Messages - Farya

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226
Mods / Re: [0.9.1a] Hullmod Barratry 1.1
« on: October 10, 2020, 12:45:53 PM »
You should probably add brand new modular d-mods that act the same as normal d-mods but with halved penalties/benefits.
Like Defective Manufactory -> Manual fighter assembly or Increased Maintenance -> Re-used grease or something like that. Basically rather then damaging your ship, your engineers would instead simplify/downgrade it's systems or use improper yet cheaper supplies required for maintanance. In case of crew capacity hull mods it could be something memey like air dumped from non-essential areas and passageways - only bridge and living areas for skeleton crew are pressurised.

227
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Ascendente! Ed., 0.3.2b)
« on: September 20, 2020, 01:39:29 AM »
Can i make a Request for a Ship?
Spoiler
I love the appearance and layout of the atlas mk2 but its stats SUCK. A Domain Resurgent version of that ship with thicker armor, hull, flux and a combat speed boost would alleviate most of my problems with it. a cool purple-orange version of this ship would finish up a DOMRES fleet with capital ships.
[close]
It does not really make sense for them to make one though. Though they could use more warship types in general and some logistics ships too to spice things up. Why not a militarized Atlas for bulk trade? Maybe with some cargo containers replaced with modular crew quarters. That could be nice designated colony ship which would really fit the theme of their propaganda.

228
Regarding to not lawless Privateer Base, I recently suggested one of the options.

It might be not best of the ideas (to be honest, it just bad), but general concept still fair: Privateer Base already kind of OP, so if you suggest it being not lawless (buff) you have to nerf it in some other way. Serious nerf, I mean. Just huge upkeep isn't enough.

What can be serious nerf?

-Decrease raid frequency or strength.
-Decrease (or even remove) loot.
-Dramatically limit targets they able to raid.
-Each raid can have direct impact to player gameplay. Either rep lose to numerous factions, or requiring player personal participation in raid, or consuming normally irreplaceable resource, or else...
-Draconic penalty if raid is failed.
-Larger negative impact to all player's markets in a system.
-Else in this vein.
What if you would actually need AI core for one to procure anything but commodities? Say, by default it only raids for commodities from some market and deals minor rep loss for hostile action. With Beta core installed it will prioritize military markets to loot weapons, hull mods and LPCs, though weapons and supplies could also be stolen. With an Alpha core raiders will target industrial markets to procure valuable blueprints but you are unlikely to get anything else. And gamma could instead make for more frequent raids on poorly protected markets.

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