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Messages - JDCollie

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31
Just so you know, Alex is addressing weapon availability in the next update:

Quote
Weapon availability at colonies:

    Ensures weapons for several different roles (PD, anti-shield, etc) are available if possible

32
Just FYI eidolad, Low Tech ships like the Dominator are balanced toward armor tanking over shield tanking, while High Tech ships like the Apogee are designed for shield tanking (and just so you know, you couldn't have picked a worse comparison. The Apogee is one of the best shield tankers in the game)

The way this balance is accomplished is partially through flux capacity and passive flux values, but another major component is shield efficiency. That is, damage to shield ratio. The Apogee converts damage done to shields into flux at a 1:0.6 ratio, while the Dominator is 1:1. That alone makes the Apogee significantly better at shield tanking. Basically, you shouldn't shield tank the Dominator because even with the hullmods, it still won't have as good a shield as the Apogee does stock. On the other hand, the Dominator has 1500 base armor, while the Apogee has only 750. Try and stack strength on strength. ( I apologize if you already understand all this, I just didn't see it mentioned in your post.)

The limited arc on the forward emplacements is intentional. The Dominator has three medium missile mounts, two heavy kinetic mounts, and two medium kinetic mounts all capable of hitting the same target. That is an utterly massive amount of firepower. To balance this out, the Dominator is easily flankable. Lore wise, it's a ship of the line designed to fight with escorts, and that plays out in-game. A lone Dominator is a dead Dominator.

Also, what do you mean by "total flux budget 600 with @250 to spare"? (I don't know what values in the refit screen you're referring to.)

33
Modding / Re: Is there a config option for market access?
« on: April 24, 2019, 11:57:41 AM »
In the .faction file, there's an "offersCommissions" setting. If a faction offers commissions, military submarket access requires one. Otherwise, just reputation is enough.

Ah, awesome. Thanks!

34
Modding / Is there a config option for market access?
« on: April 23, 2019, 10:57:55 AM »
I've noticed that certain factions allow limited military market access with favorable reputation, while others are completely restricted unless you have taken a commission with the faction controlling the market. Which is the default, and as there a config option that allows me to control this behavior?

35
Where/how do I control if a faction requires a commission to access military markets?

36
Oh wow o.O 

Tyrador just moved significantly upwards on the "must have" mod list.

37
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: December 15, 2018, 09:17:42 AM »
Temporary mirror until Major gets the link sorted:
https://drive.google.com/open?id=1xPc7CGYpfeOqwhIzd3jB_Fnfp0CgPdOo

38
Suggestions / Re: Ability to Purchase System Structures
« on: December 11, 2018, 12:27:02 PM »
Oh, neat!

39
Suggestions / [Resolved] Ability to Purchase System Structures
« on: December 11, 2018, 12:21:43 PM »
I would like the option to purchase or negotiate with factions for system assets. I was watching Wadestar's let's play, and he just went to war with the independents over a comm relay they built in a system he colonized. Rather than be forced into conflict or into installing a comm sniffer, it would neat if we could instead negotiate with a faction for rights to those kind of system assets. It would make sense for non-piratical players, and add an additional feeling of legitimacy as an actual legal entity to the player's faction.

As for the mechanics, I'd probably have there be a 'base price' for each asset type, and then a logarithmically scaling multiplier based upon proximity to the owner's colonies and the size of those markets. (That way, buying a Sindrian relay out in the middle of nowhere will be reasonable, but trying to buy the relay in Askonia is going to be ludicrously prohibitive.

40
General Discussion / Re: Amazing game, but I am tired of reloading
« on: August 03, 2018, 01:49:21 AM »
You mentioned you're roleplaying a merchant? You really should look into the Shepard-class drone tender that others have mentioned earlier. It serves as both a cheap little freighter, as well as one of the cheapest fighter screens in the game. Early pirates have very inefficient shields or lack them entirely, so the low-but-consistent damage inflicted by Shepard drones will really begin to add up over time. If nothing else, they will tie up enemy ships preventing them from flanking you.

I always go with the Wayfarer start as well, as I really like the trade approach, but I always try an score myself a Lasher-class frigate as soon as I can. (The Wolf is more lethal as a player ship, but I find that the Lasher is more forgiving) For it's cost/CR it's an utter beast of a vessel, and makes an excellent starting flagship. Once you get a feel for combat, a player-piloted Lasher + two or three Shepards to screen out the opposition will allow you to easily put down any pirate group capable of catching your frigate fleet. Drams fit well as fuel carriers; they're fast and cheap. Avoid the Brawler, it's a fleet fighter designed to escort destroyers, not chase frigates.

Also, I know it's been mentioned before, but seriously, AVOID COMMISSIONS. Taking a commission is literally declaring war on anyone at war with your chosen faction. This makes you free game for everything from basic frigate patrols right on up to planetary defense fleets, regardless of your fleet's size or composition. Only take a commission when you want to dance with the big boys.

If push comes to shove and you really can't figure out how to survive without constant save scumming, look at some Let's Plays on YouTube. (Most are modded, but the basic principles about how to manage you fleet strategically still translate to unmodded well.)  Nemonaemo usually has one or more for each current version, and he almost never reloads his saves. FallenShogun has a few too, and while he often struggles, he too manages to survive and even thrive. That may give you some ideas about what you need to change that you haven't been able to communicate to us, or we haven't picked up on/understood.

41
Mods / Re: [0.8.1a] Shadowyards Reconstruction Authority 0.7
« on: May 02, 2018, 08:31:08 PM »
After a pretty sizeable delay, Shadowyards version 0.7 is now ready for download.

My favorite faction gets an update? Joyous day!

42
Suggestions / Re: Separate combat and campaign skill points
« on: April 17, 2018, 09:14:57 AM »
Personally, I would split skills between Campaign and Combat, have separate skill point pools, and move all the carriers skills into the combat side. Furthermore, I would have combat points be retrainable at friendly ports for a fee (probably 1000 x player level), allowing the player to adjust their skill layout for the task at hand. This way the player wouldn't feel like they were crippling their strategic capacity just to be effective on the battlefield, and would also allow them to adjust their skills to fit their fleet as it grows and evolves.

If you're concerned that having a separate tree for combat will make the player overpowered, either nerf the skills, or reduce the number of points available to spend. Additionally, I would have the player's skills replace the officer's skills if they take over a piloted ship. Having the officer's abilities still affect a ship taken over by the player seems like an unintended mechanic to me, and I don't like the implication that I should be forced to switch away from my flagship in order to be combat effective.

43
Modding / Re: [0.8.1a] The Mayorate 0.10.1
« on: April 11, 2018, 09:11:59 PM »
O.O

Ohmygosh, thank you so much, both of you! I've been waiting for the Mayorate's triumphant return, and it's finally here!

44
Modding / Re: [WIP] Hullmod Minimod idea, help and feedback needed
« on: April 06, 2018, 07:48:45 PM »
I think all of that can be implemented, and it sounds like a great thing for stuff like the Hyperion and a few other High Tech toys, which desperately needs better CR and other bonuses to be competitive right now, as well as providing meaningful efficiency bonuses for certain player flagships, like the Aurora.
Competitive against what? Very few ships are capable of such disproportionate effect on the battlefield relative to their deployment cost. The only thing keeping it from being blatantly overpowered is that it can't overstay its welcome very long.

45
Suggestions / Re: killable mec officer
« on: March 31, 2018, 11:42:31 PM »
Seems like one of those options that could be decided on game creation: Ironman Mode, Beginner Tips, Officer Mortality.

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