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Messages - hydremajor

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301
Suggestions / Re: why is it that in starsector Losing != FUN!
« on: May 07, 2014, 03:54:14 AM »
and as a counter measure for peoples who say it was something they liked as is then make it toggleable

302
Discussions / Re: What game should I get?
« on: February 24, 2014, 11:11:27 AM »
Well...Depends really

The games you mentionned in your poll are not bad but then again when it comes to that I suppose its not all you could go for

Espescially on PC there's room for choice, for all kinds of games and add to that mods changing the content of it and so on

Some games not listed here that are good are

Fallout 3 new vegas
Skyrim (with mods espescially)
Saints Row series
Guns of Icarus online (first person airship crewing)

 and some few others I don't remember the name of right now

Maybe you'd like AirMech wich is a free-to-play game allowing for single player, coop and VS games...


303
Discussions / Re: just another indie space game ...
« on: February 21, 2014, 12:41:47 AM »
then how about you people stop talking smack about a game thats not even out yet ?

If you wanna trash talk about it then do it AFTER a demo's been out

304
Discussions / Re: just another indie space game ...
« on: February 20, 2014, 12:42:16 PM »
requires practically zero real skill.

says the guy who plays a game about the auto-aiming guns

305
Suggestions / Re: Optimization points
« on: February 15, 2014, 11:57:27 PM »
Better idea

Give ships EXP meters and Levels

The more a ship is used the more the crew of it will work on it and try to optimise its systems to require less maintenance while keeping the same operating effectiveness or even more,

levels do not carry over to all ships of the same type

Once destroyed a ship and its levels are gone for good

Speed at wich level ups come in depend on the crew's experience

306
Suggestions / Re: Disable flight decks
« on: February 15, 2014, 12:24:14 AM »
My two cents

If flight deck is disabled

-Carrier cannot launch wings
-Fighters can still land
-Repair and refit rate is halved (repair time is doubled)

307
Modding / About weapons
« on: February 07, 2014, 12:07:39 AM »
So I was wondering about some things being possible or not in the modding field, seeing I hardly check the forum and game anymore I got a little curious of it being even possible

What I wonder about is wether or not it is possible to make the following:

- Delayed charge reloading: basically what it says on the tin, more specifically is there a way to prevent charges from reloading until the weapon reaches 0 ammo and then have the weapon be unavailable until all its charges are available again and wether its recharge speed can be altered if it can be


- Change Weapon properties on a large scale: more specifically change the muzzle velocity of the projectiles depending on the damage type (lets say have kinetic go faster and HE go slower) as well as toss out the window shield damage efficiencies (all damage types do even damage to shields I.E. without multipliers)


- Get rid of CR timers on frigates


And thats about it, I just want a simple yes or no and what kind of level one would need to make it happen

308
Suggestions / Re: Add burn speed bonus to settings.
« on: January 26, 2014, 12:58:29 AM »
AGAIN with that kind of suggestion

At this point might as well go the mechwarrior 4 route and add a option page dedicated to stuff like that with lets say

Damage to player:
Double > +50% > Full > -50% > None

Ammo amount of player:
Half > -25% > Normal > Double > Unlimited

Flux to player:
Double > +50% > Normal > -50% > unlimited

EXP earned:
Half > -25% > Normal > +50% > Double

Supplies consumption
Double > +50% > Normal > -50% > None

309
Suggestions / Re: Looking Forward (really long)
« on: January 12, 2014, 12:56:13 PM »
@Megas

Sounds like a job for DLC-man

310
Suggestions / Re: Looking Forward (really long)
« on: January 12, 2014, 06:40:51 AM »
About the game progression

If you're gonna make it a *** pseudo survival game where one must survive as long as possible then don't just dance around the bush and go all the way

I'll take that submitted story for basis of the idea, if someone can dig up an ACTUAL STORY OF THE GAME THATS CANNON feel free but don't ask me to care either way

...The idea is simple, the sector is cut off from the domain and whatnot or whatever...

HOWEVER you learn that the Domain is preparing to take the sector back, and you know exactly when they will move in to reactivate the gate and warp in loads upon loads of ships to storm the place


The goal of the game at this point is simple

choose a side with wich to side

conquer the sector

and prepare enough troops to keep the sector for yourself
OR
hand it over to the domain when they come in

The concept is much like the "Damocles" mod for mount'n'blade, in wich you are given a ultimatum until a "legion" comes marching in wich is effectively a unrelenting tide of flesh thats coming around to conquer the place

Effectively the game could be in two parts


The first half would be your humble beginnings as a indie captain of some random ship, and your climbing the echelons to glory after enlisting in one of the available factions and through this carry out their agenda or if you want a challenge you could live off loot and create your own faction to then grow in influence until you take over the sector

Once you've taken over the sector (by yourself or through service in a faction) the Domain will make itself known, preparing an armada to retake the sector by force, then begins the second half of the game where one must readying himself for an all out war against the domain, then the production/trading side of things will gain in importance as it will allow deployment of defenses, ressource gathering structures, and shipyards and then build up your forces to prepare for the oncoming onslaught of fleets pouring out from the gate and into the sector proper

311
Suggestions / Re: Looking Forward (really long)
« on: January 05, 2014, 01:02:24 AM »
About the strategic thing

What I could see is the following

Have the ability to designate "commodores" or lieutenants and have them handle a specific part of the whole fleet you have

For example

You could have a page where you decide wich commodore does what

Combat, Industry and Supplies management

the only need then would be to set up the AI with some guidelines and tick where this AI should be working or not, depending on thoses settings the A.I. would require a funding to get started, once started it will get itself a small ship and start going to work and bring back in money, from there a system of corsair could be put into play where you can set the A.I. to give you some plunder or keep it to itself to power up its troops

Lets say you have a Supplies IA in corvus it will start doing some trading to get money if you finance it a mule or something, from there you can ask of it to give you a percentage of the money or do personnal errands to bring to your own fleet some supplies/fuel

And as time passes the A.I. will build up money it will use to get more ships, like upgrade from a Mule to a Atlas to carry more stuff

and then AIs would be able to tie in together in effect

like have the Combat A.I. be tied to the Supplies and Industrial AIs as escorts as well as being the local rent-a-cops

312
Suggestions / Re: Half CR option
« on: September 19, 2013, 05:58:51 AM »

Given the nature of the game and how open it's files (including savegames) are, many people who don't enjoy the difficulty and can't find a way to adjust it will just end up cheating. Or, even worse, they'll abandon the game completely.

Options are always good.

You mean kinda like me when I realised the game was at best spitting in my face for not using ballistic weapons ?

So far this game is trying to be a sort of mix between mechwarrior with its ship customisation and mount'n'blade with a sort of tactic approach on the fights...and as far as I'm concerned it failed horribly on both fronts because both sides of the gameplay are not half as flexible enough to enjoy either should you want to focus on either one

Maybe adding sliders would help but personally I'm thinking it'd be best to just straight up add toggleable cheats to the options menu

Mechwarrior 4 was successful even though it had that and this allowed for a thoroughly enjoyable learning curve were one gets to warm up to the game first hand before moving on to dealing with more of the problems the game CAN throw at you at once

313
Suggestions / Re: Squadding system
« on: July 07, 2013, 01:10:54 AM »
The AI already changes a ship's role automatically depending on weapon loadout somewhat. 

Yeah but when you have a destroyer that sits there trying to kite with its max range weapon instead of getting closer to use its four or so tactical lasers AND its torpedoes launchers that would allow it to easily overload/insta-melt its target I can't help but feel the urge to kill rising...

Better if you could give it some guidelines prior to battle, though that's probably what the officer tab is for.

It was already established that this was here to deal with your OFFICERS as in units that would be here to give your fleet the extra perks/FP...like more characters to have lying around to spec into different things with their levels...

314
Suggestions / Squadding system
« on: July 04, 2013, 11:56:33 PM »
for lack of a better term...


So the idea is to be able to create "squads" of ships wich can then be assigned specific roles

Lets say I want to make a group of Wolves and make 'em into a strike wing

I set their weapons, loadouts yaddi yadda and have them set how I want em to be...and then go to fleet screen and have an option wich allows me to create such squads in wich I can choose

- Their role: as in how they'll behave in battle wether they'll try to kite, go face to face or even try to phase all over the place to get behind the target and use their strike weapons

- Their "call sign": sort of small icon thing to designate the group as a whole, so to give em orders all at once

and with this perhaps add a sort of "drag'n'drop" order method or something....

315
Suggestions / Re: Beam Weapons
« on: June 21, 2013, 10:34:30 AM »
My point is:
Burst lasers are not sustained enough to drill past shields with this hence they don't become retardedly over-efficient at killing anything bigger than a fighter

Sustained beams' critical flaw right now is that no matter how you look at them they are just straight up worse than anything because thoses are literally not weapons capable of inflicting damageto any shield but just gadgets to cripple both ships involved


the user gives up a energy weapon port wich could be used for a pulse laser or a blaster wich would deal actual HARD FLUX plus the flux spent on keeping the lasers up for no actual damage inflicted

and

the ennemy ship looses all of flux dissipation wich doesn't stop it to throw in your face a sabot or any other missile weapon wich completely ignore flux anyways and are available to ALL tech levels, or even just sit there and just wait with shields up until a teammate just picks the annoyance away


Its not like High tech ships don't have missile weapons, in fact the Aurora cruiser is litterally A WALL of missiles, so objectively speaking what is going to stop a Aurora to just sit on his shields all day long and just ignore whatever beam is trying to raise its flux when his main weapons clearly don't rely on flux dissipation to begin with ?

Plus the arguement of
"you're supposed to have many ships using them on a single ennemy"

...I hope thoses people realise that such a tactic is applicable to ANYTHING in the game...

I mean seriously I had a Carrier fleet with 20 or so Talon Fighter wings and it was just a TIDAL WAVE of vulcan rounds that could overload anything in the game and since there was so many of them, no amount of PD weaponry could possibly save you from that...

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