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Messages - hydremajor

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61
Suggestions / Pirate factions (notice plural)
« on: March 24, 2022, 03:29:30 AM »
Basically each region of space has its own pirate faction thats mostly outfitted with pirate stuff but they DO every now and then manage to bag a ship from the dominant faction in the area

for example:
Priates operating in hegemony space have a small chance to have a (severely) messed up dominator

62
How about a system that allows us to switch between multiple builds ?

You get presets you can aquire by, say, turning in a A.I. core and then gain the ability to switch between presets,
you gain presets based on the quality of A.I. cores, not quantity

Gamma gives 1 extra set of skills
Beta gives 2 extra sets of skills
Alpha gives 3 extra set of skills

You can only have one active at a time

Say the A.I. core is used to make a sort of personnal assistant or something, like a personnal secretary android or whatever...

63
on the theme of the 40% reduction, it might be to delay the player in pursuits since cargo haulers are basically defenseless against a tuned up cataphract...

OR to "force" the player to use mechs for their intended purposes so a player would be well advised to keep multiple mechs on standby for whatever situation may come up

I guess its a way like any other to put added stress on logistics

and speaking of wich I had another idea for a carrier mod

"Scramble Protocols"
uses the carrier's replacement rate when deployed with damaged cataphracts to repair them before deployment, drains carrier's replacement, will only use up to 100% replacement for repairs, carrier must recover spent replacement afterwards

Basically damaged mechs deploy docked with a carrier if it has that mod and replacement to spare for the repairs

64
more interested in thoses Front mission pilots tbh

65
Suggestions / Ship overhaul
« on: March 17, 2022, 02:23:22 AM »
A credit-based alternative to spending story points to build in hullmods

66
Modding / Re: [0.95.1a] The Sunrider
« on: March 16, 2022, 02:09:18 AM »
Huh, how'd you make it safe to add mid-save? I was under the impression that adding new objects (ships/weapons/music/etc) mid-save caused bad things to happen.

Guessing it doesn't add a new system, so theses things show up in any old market, also means you'll run into thoses just about every fight though

67
SO uh

Not sure if a bug or feature, gonna report anyway to be on safe side

There's a Watchdog that showed up in the missions bundled with the mod with both a Gauss and a Hellbore, and no matter what I tried I couldn't get it to have 2 Gausses or 2 Hellbores

Reporting because after I used the Mod Showcase mission it showed a Watchdog with sets of either double Gauss or Hellbores

Further that "1 and 1" watchdog had a weird behavior in that by clicking the "-" sign next to each arm's weapon the first click would make a weapon option dissappear and do nothing, clicking the second "-" would cause the weapons to switch places

is that supposed to be a thing ?

68
Mods / Re: [0.95.1a] Gundam UC Mod v.0.1.0 1st Release!!!
« on: February 24, 2022, 02:38:04 PM »
Why is shadowyards part of the requirements ?

69
Mods / Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« on: February 23, 2022, 01:36:23 AM »
If we're on the topic of soundtracks, might I suggest the Reflex soundtrack and its franchise's ?

them's bullet hell games though, so do expect some high rythm stuff....

70
Mods / Re: [0.95a] Arma Armatura 1.5.2e - Playable Fighters
« on: February 19, 2022, 02:34:31 AM »
I've had another idea and felt like writing it down here

Mechs with modified frames/booster packs that changes their directionnal speed

First idea:
A mech with a massive set of turbine engines built into its back, the engines provide enormous forward and backward acceleration and speed at the cost of strafing and steering speed
Could make a interresting gameplay type where the mech has to "joust" the opponent and work over larger ships by taking multiple passes, putting the whole "can pass through ships" thing strike craft have to the test

Second idea:
Litterally the opposite, a mech designed with massive maneuvering boosters built into the shoulders, it provides staggering steering speed and strafing speed, however the steering speed is so extreme it can cause the pilot to lose control of the craft completely at high speeds, would make a great dedicated PD platform at the cost of anti-ship weapons and finicky movement

71
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: February 08, 2022, 01:24:26 AM »
Suggestion

Hullmods for pilotable strike craft to influence rearm on carriers, either something to lower the time it takes or the supplies needed for example

For shortening time I suggest:

OmniMech Structure: the structure of the vehicle has been modified for rapid dismantlement and reassembly, enabling swift replacement of parts and ammunition in combat situations
-50% rearm time
+50% rearm cost (example values)

For lowering cost on carriers I suggest :

FerroFoam Structure: replaces the structural components with hollow ones that can be filled with a FerroFoam solution that hardens rapidly in response to heat, reduces the amount of metals needed in the production of parts, directly reduces the rearm cost
-50% rearm cost
+50% rearm time (example value)

72
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: February 01, 2022, 12:34:05 PM »
so whats the news ?

73
Modding / Question about mods and their structures
« on: January 31, 2022, 01:16:23 AM »
I was wondering if there was a way to disable a mod's added weapons/ships without too much fuss

or at the very least make it so the mod doesn't load its weapons into the game

74
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: January 30, 2022, 10:09:30 AM »
any chance we could get a version with no added weapons ?

75
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 20, 2022, 08:57:04 AM »
My Garegga build feels pretty vanilla but logic to me

A Ion Cannon head for A: looks and B: EMP damage to make the A.I. freak out and keep its shields up, exposing them to continuous machine gun fire and hard flux build up

followed with double Atropos launchers for when/if the target overloads

for mods I go reinforced builkheads and Flux mods after maxing Vents...

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