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Messages - Helldiver

Pages: 1 ... 15 16 [17] 18 19 ... 25
241
THIS

Being able to double click a spot on the map and write a note like you can in some old RPGs would be fantastic to quickly remind yourself of things left in a system instead of having to open the system map and looking for small icons there.

242
(and bar for Nex agents if I end up adding that)

I think it's okay for Nex agents/operatives not to be searchable, since they're supposed to be kinda secretive and all that. Makes you have to look for them in bars which feels natural.

243
The current level of ease in conquest makes one wonder why the Sector, or at least the small indie worlds, aren't already completely controlled by the Hegemony or various warlords.

Hell even the bigger worlds! Once you've got just 3 Mudskippers' or one Nebula's worth of marines and a tanker you can just click>tac bomb>click>invade most planets in a row. At that point rebellions don't matter because the damage is already done (both damage in gameplay and damage to immersion).

btw excited to see what the GUI map for fleet request/operative mission orders is like.

244
Suggestions / Re: Make Commerce take two Industry Slots
« on: May 12, 2021, 11:14:52 AM »
Don't know how I feel about the 2 industry slots solution but current Commerce with the new domain item is absolutely broken. The stability penalty is nothing even combined with the free port penalty. I was wondering why I was making so much monthly money in my playthrough compared to before and found out that just one mining colony (with SP upgrade but no domain item on mining) with Commerce (with no SP upgrade but domain item installed) was making more money than everything else I had combined at all times (not tied to a commodity situation in the sector).

As for opportunity cost, I don't really feel like spaceports (megaports, really) need it. It's purpose is to boost accessibility, it boost accessibility. Not everything needs questions and consideration, there's enough of that with colonies as is.

The opportunity cost of Megaports should be some kind of upkeep. Right now you just upgrade to Megaports everywhere by default (even if base accessibility is high, it counters reductions from other sources) because there's no reason not to. It's like if every tiny country on Earth had airports the size of LAX.
There's hardly any thinking or choice required with colonies as they currently are in vanilla, even with the limitations on some domain items. You follow the same cookie cutter flowchart in your head and then it's infinite free money that fluctuates some based on wether you have the items yet or not. Even when money sinks will be added later, the way the money is generated is not interesting and too ez.

245
Well, I've got plans to make invasion somewhat harder

Would love this. Right now invading worlds (even big ones) is very very easy for the player even though it feels like it would be the most difficult military action and a big thing to work towards.
A few hundred marines, one ship with ground support hullmod, some heavy armaments, and you can take most major colonies with no chance of failure by just destroying the station (if there's one) and doing one tactical bombardment before invasion. Not much is required and preliminary work such as reducing a colony's stability/defenses beforehand with various means (sabotage and attacking convoys to cause shortages etc) is never really needed.

246
This is still not fixed.

Sometimes most of a friendly fleet's ships will bug out completely and become static halfway behind the station until the station is destroyed, sometimes turning in place very slightly at random.

Happens with no mods installed.

247
Mods / Re: [0.95a] The Asteroid ship pack 1.3a
« on: May 06, 2021, 01:26:45 PM »
I think there are problems with the Clanker's movement. One is that it changes movement direction (i.e reversing) faster than frigates.

The other may have something to do with AI and how it treats collision on the Clanker specifically. The Clanker when used by AI acts as if it's much smaller than it is and constantly pushes against friendly ships. For example, if a friendly ship is between the Clanker and an enemy ship, the Clanker will ram the friendly ship and push against it while trying to get closer to the enemy ship. It also does this at the start of battle if there are friendly ships that spawn in front of it. It will run into them trying to squeeze between ships that even a Kite couldn't have passed between.

248
2 how about a building that will automatically send the fleet to destroy the luddic path base or pirate base which attacks are aimed at the player's colonies, provided that the player finds out about their location? Yes, this mod has a Privateer Base building, but it is designed for raids on enemies, appropriating their resources and ultimately destroying enemy colonies (which is actually sad - because sooner or later there will be no one to trade with - even in the description and it is said that there can be no decivilization, but the robbed colony, in my case it was a luddic chirch in the Canaan system, was easily finished off by pirate raids). Those. it is not suitable for destroying enemy bases. The reward for the destruction of the base is not of interest, but the calmness of the colony is of the greatest interest.

If you're playing Nexerelin, you can request a strike fleet to destroy a pirate base.

249
I like the new system better overall, but I hate the skills that fluctuate based on deployment points. For example the one about using militarized civilian ships as combat ships, is designed in a way where the only good use is to buff a single bigger ship and remove every other civ ship from your fleet.

I love Derelict Contingent.

250
Mods / Re: [0.95a] Scy V1.64rc4 (2021/04/29)
« on: May 06, 2021, 12:59:51 PM »
Of course, it's also possible to go ahead with removing the logistics ships.

Aw hellllllll naw
The Scy logistic ships look great and are part of the faction identity. Logistic ships are too often forgotten by mods and Scy having its own set is part of what makes it such a high quality faction mod.

251
Critical design failure of phase ships as far as I'm concerned is that there is no interaction between a phased ship and anything else (except for the Doom ship system). It's unfun both when playing a phase ship or facing them and impossible to balance.

I'm all for anti-phase weapons to allow for interaction between both sides, just like in submarine gameplay in naval games. Right now phase feels like a gimmick that attempts to simplify the concept of classic submarine combat and ends up being worse in every way.

252
Do not assign ships with so much difference in range to the same target.

This happens regardless of orders.

By default, at the start of the battle, ships are already under "search and destroy" order. This is why they move forward and will engage whoever they meet. This is why not only you have to give some other orders but you have to channel the effort of your fleet properly.

That default order is not the player assigning ships and is something the player has no control over. And if it explains ships blocking each other's firing lines (when they're not literally ramming into each other trying to shoot the same target despite no eliminate order or officer), it doesn't justify it in any way.

I agree that it can be difficult to get the AI to do exactly what we want.

Nobody expects the AI to do exactly what we want. There are failing of the AI I find understandable, like the AI having trouble using certain ship systems. But I expect the AI to not be a frustrating liability by default to such an extent that I am using all my command points trying to stop it from doing stupid things.
And if the dev won't fix that then at least make capital and cruiser fire pass over friendly destroyers and frigates same as how fighters and some missiles can already fly over other ships. Then at least when the AI invariably starts moving in front of larger ships the larger ships aren't neutered and unable to do their job.

253
Suggestions / Re: Campaign layer AI Improvements
« on: April 28, 2021, 12:53:57 PM »
Adding a new endgame threat wouldn't make the stupid faction behaviour of letting the player do anything they want with no repercussion or attempt at fighting back/defending themselves any less bad.

It is very difficult to feel immersed in the game's world when the factions that are supposed to make it alive are like NPCs that are static because their AI package bugged out.

And for gameplay, it reduces natural opportunities to enter combat.

254
Mods / Re: [0.95a] Combat Alarm Sounds mod v1.4
« on: April 28, 2021, 12:24:17 PM »
Besides gameplay utility, I love this mod for increasing the immersion of controlling a ship in combat. Having an alarm ringing in the background as your ship is at low hull% makes it much more palpable that your ship is in pieces and hurting compared to the dead silence in vanilla.

255
Mods / Re: [0.95a] Hostile Intercept (and Autopause!) 1.3.2
« on: April 28, 2021, 12:21:05 PM »
I was in the middile of my Starsector session yesterday and as I docked to a raider union outpost, searching for my two and only ballistic loves (also known as the Spike Launcher and Spike Driver) when I thought to myself:

"Man, I thought this mod also added some nice overworld features like pausing the game as a hostile fleet starts to pursue m-"

And I then realized you also made this mod. Thank you again man, your work is amazing!

It's a mod so natural you hardly believe it's not part of the game. Best part is being able to drink coffee as your fleet sails and not having to constantly have your finger on the pause key when something shows up.

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