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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - BaBosa

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31
Suggestions / Re: No SO allowed on Monitor (or increase DP cost)
« on: August 11, 2023, 07:05:43 PM »
I’m pretty sure the monitors OPness is deliberate. I remember in a balance thread Alex said that he didn’t want to change some of the strong ships like the monitor and Falcon P.

32
General Discussion / Re: N00b questions
« on: August 10, 2023, 04:00:49 PM »
If you’re gonna creat a stable point, store every ship except one buffalo or whatever with smod solar shields.

33
General Discussion / Re: Officers are a pain!
« on: August 09, 2023, 06:41:10 PM »
The issue with officers is that they're not flexible. You get 8 or 10 and that's it plus you have to take the skills on offered. This wouldn't be a huge problem if there were frigates and destroyers worth 24 DP or if each skill effect was impactful enough to justify building a ship around the officer but that's not the case. It'd be better if each officer could only get 1 or 2 skills but they had double effect (or normal effect for capstones) so that they'd be directly noticeable and or being limited by total level than number of officers.

34
General Discussion / Re: Timid officer refuses to fight in Invictus!?
« on: August 09, 2023, 12:09:57 AM »
I remember Alex talking in the blog post about how the LiDAR array ship system has a special flag that tells the ship to treat its range like it’s on. Probably need to check with that.

35
General Discussion / Re: Play with just one ship possible?
« on: August 05, 2023, 10:17:11 PM »
Are you doing only one combat ship or just one ship total?
If you can have civilian ships then there’s a bunch of options all the way to end game with the storyline ship.
If one ship total then mule (P) is probably the best destroyer, apogee for your cruiser and odyssey for your capital.
Or you play trader and just drive a smuggler ship or an atlas.

36
Who are you fighting? You only have two railguns for kinetics which feels like it shouldn’t work against redacted. Also I’m more concerned by the use of Pluims instead of a proper missile than the thumpers. Frag weapons are really just energy weapons with bonus damage to hull.

37
General Discussion / Re: Destroyers
« on: August 05, 2023, 06:14:20 PM »
Officers are limited, and it can be hard to justify putting one on a destroyer in the endgame. Not when elite frigates exist who give more ECCM, more Nav bonus, more damage boost from wolfpack, all while being a similar DP and more survivable vs mobility based offense.
This made me wish that Destroyers recieved a different bonus from Wolfpack Tactics rather than a weaker version of what Frigates get.
Huh, yeah. Something completely different would be nice. What if frigates got damage vs things that are bigger, but destroyers got speed? After all, in terms of what a 'wolfpack' of hunter ships need to combat bigger ships: frigates need more damage as they are (theoretically) short on it, and they need more operational time. But destroyers have good amounts of damage, and they have good operational time (for normal fights, rather than 5 ordo endurance challenges), but they need to be able to keep up with the frigates and get away from hunter ships.

For numbers: Wolfpack for frigates is equivalent to... I want to say around 2 strong combat skills. Extrapolating that to just doubling helmsmanship would be +100% maneuvering and +20% speed, but that's not quite right, because destroyers don't really need much more maneuverability. Having the speed be percentage based also pushes the skill to be more useful for high tech, hit and run type destroyers. Which, honestly, might not be a bad thing? After all, it is a wolfpack, not an 'enforcer line of battle' pack. Otoh, it would be nicer to be universally applicable like the skill is for frigates.

Realigning the numbers, what about +10 flat speed and +20% speed? On a hammerhead that's +28 speed, +30 on a Medusa, +22 on an Enforcer. That would bring a Hammerhead from 90*1.3 (10% from CR, 20% from coordinated maneuver bonus) = 117, or 126 with helm, 131 with elite helm, to 90*1.5+10 = 145, or with elite helm 159. A medusa, fully buffed, would be 100*1.6+15 = 175 speed plus phase skimmer (without this hypothetical wolfpack change, but with eHelm, is 145). For contrast, a wolf with base 150 speed, with an officer, would be 215 - an omen 222 but not skimmer - so the Hammerhead/Medusa still can't keep up, but at least its closer.

The main issue I'd see with this change is that, if ordos have wolfpack, it would make fulgents more scary to have swarm and scintillas more annoying to chase down. Otoh... the remnant destroyers really aren't that scary to begin with, so a boost wouldn't be that bad.
I really like this. Destroyers don’t need the damage as much as frigates but as has been said many times, they need speed to be more viable (or defence but that’d be a problem during early game if buffed enough to matter late game). It probably should just a flat speed buff without a +% for simplicity.

It also makes sense for the slower destroyers to be given a speed buff to keep up with the faster weaker frigates.

38
Suggestions / Re: What should the Historian ramble about?
« on: August 05, 2023, 09:39:04 AM »
No idea how you could cleanly implement this in text though (would be kind of weird for someone to just look straight at you and start talking about the history of the dollar or whatever).
It wouldn’t be that weird if all currencies had been digitised and then a nuclear apocalypse happened. The loss of general education would mean that most people wouldn’t know the history of the dollar or how it worked.

39
Suggestions / Re: Add a crew hiring cost / wages up front
« on: August 05, 2023, 09:35:33 AM »
I’d like to be able to see prices without having to carry a sample of every commodity.

40
General Discussion / Re: Destroyers
« on: August 03, 2023, 07:04:22 PM »
Maybe narrow the Hammerhead's shield frontage and up its shield stats to let it credibly tangle with larger ships as long as keeps them directly ahead. And perhaps give the Sunder heavy energy integration or a unique large energy mount to lean into that one big gun. These two are trickier, as a bunch of firepower without the range or speed to safely bring it to bear is an awkward role to fill.

This reminds me, I know the game's code as it stands right now probably won't allow anisotropic armor values. But I always thought it would be cool to have a Hammerhead destroyer that has high armor from the frontal aspect only.
There is a mod somewhere that adds a hullmod that doubles front armour and halves armour on the back so that sort of thing is possible.

41
Suggestions / Re: The game needs endgame content
« on: August 02, 2023, 03:06:53 PM »
To bang my current favourite drum. A low tech end game threat is also needed. It’s not hard to get to a point where the only threat is the high tech redacted and you lose a lot of diversity.

42
General Discussion / Re: Destroyers
« on: July 31, 2023, 03:16:11 PM »
Rather than redoing destroyers, I think the addition of a low tech end game faction would make them look better. They should be fast enough then to dodge and I’d guess end game low tech would come with regenerating armour and hull so you need to overwhelm them where destroyers high stats/DP would really matter.

Something that might help is making Wolfpack tactics apply to all frigates/destroyers, not just those with officers and adding a speed bonus to destroyers to help them dodge and keep up with frigates.

43
General Discussion / Re: Destroyers
« on: July 30, 2023, 04:23:17 PM »
Part of what affects destroyer viability in vanilla are general game mechanics, such as the arbitrary fleet ship limit pushing you to get the best ship for every slot, the completely trivial economy that makes acquiring and running the most expensive ships a non-issue, the ease of reaching high burn levels even with larger ships and so on.

With all of these issues fixed destroyers regain more of a place, though they still need changes to fulfill a stronger role. In my custom build, mainline destroyers have by far the highest concentrated firepower for their size and have a higher speed advantage over cruisers, making them a source of flanking firepower that is not easily overshadowed by frigates. Not all DDs have these characteristics, the Enforcer remains mostly an escort for larger ships and the Manticore sits as a force multiplier for smaller and faster destroyer fleets for instance - something that is now valued because high burn levels are no longer a given.
What do you mean high burn levels are no longer a given? Nothing has had their burn level reduced as far as I remember and in fact the new hyperspace topography +3 burn means that with navigation and bulk transport you only need burn 8 on combat ships and burn 6 on civilian ships to have max burn. Settling for burn 19 or 17 or take 1~3 tugs and you're fine to have the slowest capitals. There are also the star system nav bouys which means you don't lose much burn speed in systems too.


44
Suggestions / Re: The game needs endgame content
« on: July 28, 2023, 01:57:09 AM »
The game is far from completion and recent updates have been focusing on the story and heading towards some unknown end goal.

45
Mods / Re: [0.9.1a] Supply Forging 1.0
« on: July 27, 2023, 02:05:42 AM »
Rather weird considering supplies also consist of rations, clothing and such. Breakfast? Metal. Yum!
I think supplies don't include food and instead include replacement parts for a hydroponics or other food producing system. Same with air and water production.

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