Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - hydremajor

Pages: 1 ... 20 21 [22] 23 24 ... 31
316
Suggestions / Re: Beam Weapons
« on: June 21, 2013, 12:09:33 AM »
I'm still saying the only way to balance thoses things is if you make em capable to drill through shields over time...speed depending on the target's shield efficiency

And making it time-based prevents the burst laser weapons to be just abusing the hell out of it, much like the tachyon lance

317
Suggestions / Re: Beam Weapons
« on: June 13, 2013, 05:25:38 AM »
Another possibility would be

Beams could slowly drill past shields to impact the armor directly after a certain time...

What's the effect of that ?

Beam weapons become exceedingly usefull against high-tech ships simply because they have jack for armor and beams would be less efficient on low tech ships simply because they have genuinely more armor

Plus Beams as they are now barely do any damage to armor to begin with

in the end we'd end up with

Low Tech VS Low Tech = optimal engagement due to ballistic weapons dealing more damage to armor in general

High Tech VS High Tech = optimal engagement due to shields being pierced by beam weapons, provoking what little armor they have to melt away rather fast

Medium Tech = best of both worlds situation

318
Mods / Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« on: June 07, 2013, 05:55:04 AM »
I gotta ask....why make a mod when you could just make a Trainer for the game ?

319
Modding / Questions
« on: May 31, 2013, 01:09:34 PM »
I wanna ask something modding related, go ahead and use that thread for other questions if you want after I've had my answer...

anyways...

Is it possible to make a mod that automatically modifies all weapons in the game (mod weapons included) with set percentages ?

What I was thinking about was if a mod that automatically does the following would be possible

-Drops all weapons' ammo count by 90%

-adds a automatic "reloading" whenever a "clip" is exhausted, reload timer is set at 20 000% the time between two shots of the weapon

-at end of "reloading" the ammo is sent back to its 10% ammo "clip"

-cycle would repeat indefinitely

I'd just like something like that but I don't even if its possible in the first place

320
Suggestions / Re: Fleet escape is broken. How to fix it?
« on: November 18, 2012, 12:08:32 AM »
Here's how I see things

In escape scenario it should start off

1: The escapee spawns in the middle of the map and has to reach the top border to escape, may only deploy reinforcements/escape through the top border

2: The pursuer can deploy his ships from any border of the map

3: Both Pursuers and Escapees are limited to a range of ships based on their speeds

Pursuers: are only allowed to deploy "fast ships" for a set time, I.E. fighters and the fastest and second fastests in your fleet, if engagement lasts too long, Pursuers are allowed to deploy progressively slower ships, Capital ships are forced to spawn from the bottom border

Escapees:are forced to deploy slowest ships on battle start, can deploy reinforcements from the top border

321
Suggestions / Re: Leveled Marines
« on: October 15, 2012, 05:24:29 AM »
then again at one point peoples spoke of tactical weapons to clean up the inside of ships of remaining crew

322
Modding / Re: Vanilla Wing Commander
« on: October 02, 2012, 12:57:06 PM »
Well the main thing impeding release is I still don't know how the ships should be buyable. Adding them to a new station that spawns and doesn't interfere with anything is giving me java trouble and adding them to already existing stations interferes with mods.

Also, I never had the time to perfect the formations but that's not really a release impediment.

On the whole "adding to shop" thing I suggest taking a look at how DSTech and Weapon pack mods work, both of them are compatible yet are not designed to be...

323
Suggestions / Re: Late-game additions
« on: October 02, 2012, 01:59:53 AM »
IMO

Makes fat fleets more gimped than they currently are

324
Suggestions / Re: Kinetic mass rounds.
« on: October 01, 2012, 10:32:53 AM »
The one thing that DID make loads of sense in this book was the presence of a factory-ship to produce supplies for the fleet it was part of...

Say whatver you want but the bigger a fleet is, the more logistical support it needs, and having a fleet make all the road back to a specialised space station instead of just making what they need off what they can find by themselves is just a straight up *** idea...
But space is largely empty and you won't find much out there to begin with.

For extended exploration some small degree of self sufficiency via production of basic materials (refinery for fuel, most common & basic spare parts production and water/oxygen extractors) would make some sense but otherwise it would be better to just pack more supplies than waste space on tools to make the supplies out of... well, unfinished supplies that needs to be put together.  Unless space traveling tech uses fuel that is readily available throughout the galaxy and can easily be refined on the spot, then having mobile refinery would make sense but that's pretty unlikely imo.

Then again a large fleet for extended exploration makes zero sense to begin with... would rather go with small unmanned drones which saves heaps on cargo since you don't have to feed/shelter anyone, which takes loads of supplies on its own.

then you'd rather loose an entire fleet due to fuel shortage rather than spare the OP to have a ship to PREVENT that scenario ?

In the finished game fuel WILL be needed to jump from sector to sector, hence if you didn't have a ship to produce fuel out of supplies and you run out you're pretty much f*cked.

325
Suggestions / Re: Kinetic mass rounds.
« on: September 30, 2012, 01:12:29 AM »
The one thing that DID make loads of sense in this book was the presence of a factory-ship to produce supplies for the fleet it was part of...

Say whatver you want but the bigger a fleet is, the more logistical support it needs, and having a fleet make all the road back to a specialised space station instead of just making what they need off what they can find by themselves is just a straight up *** idea...

326
Modding / About engines...
« on: September 27, 2012, 12:34:51 PM »
Right so I was wondering if there was a to make an engine invisible in any way shape or form ?

Moreover, can one put an engine in the middle of a ships sprite ?

327
Suggestions / Re: Burning, Overkill and more
« on: September 26, 2012, 04:38:16 AM »
*snip*

Thats assuming starfarer was set in a LOGICAL world, wich it clearly isn't, if it was then all the Tri Tachyon ships would have Phase teleporters and Tachyon lances wouldn't suck half as hard they do...

328
Suggestions / Re: Burning, Overkill and more
« on: September 25, 2012, 11:43:25 PM »
then again how does a fire starts where there's no oxygen for it to burn ?

329
Suggestions / Re: Hidden/undersprite engines
« on: September 25, 2012, 06:14:05 AM »
Just would like to ask real quick, does the ship REQUIRE engines/exhausts or is it only cosmetic ?

330
Suggestions / Re: Endgame Battle
« on: September 24, 2012, 12:53:17 AM »
Here's an idea

Once you get to find a planet you can colonize in your own name eventually bigger factions will be hearing of you doing that and from there a timer until thoses factions try to claim the planet from you starts, at this point you're to fortify the planet and your fleet and when timer reaches zero every major faction in the sector comes at you
example: we'd have hegemony tri tachyon and pirates send out one fleet to try to claim the planet

If you defeat all faction's fleets then they just give up, seeing the planet's defenses are up and ready

And the defenses can be multiple different things; defense fleets, space stations, planetary defenses, mercenary fleets.....

Pages: 1 ... 20 21 [22] 23 24 ... 31