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Topics - KDR_11k

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31
General Discussion / Does Pather interest above 10 matter?
« on: April 21, 2021, 11:01:51 PM »
Pather cells seem to go active at 10 interest, is there any effect to raising their interest even more, like a higher frequency of sabotage attempts?

32
Suggestions / Make Longbow's missile faster
« on: April 21, 2021, 10:53:30 PM »
The Longbow's Sabot missile will usually arrive after the torpedo volleys from the other bombers on the carrier. It's longer range and much slower than the torpedoes. Carriers can't stagger the bomber attacks so the Longbows attack first. I think you can somewhat force them to arrive at the same time by moving the carrier REAL close to the target but that's obviously not what carriers are supposed to do.

I know that'll make them even harder to intercept but I have no other idea for making the Longbows work together with other bombers.

33
I have Auxiliary Support in my game just for some messing around, my flagship is a Prometheus Mk2 with MilSub and Assault Package. I have no other MilSub ships in my fleet. When I get into a fight my ship's hull starts at 22000 which would indicate a bonus of 100% that Aux Sup should only give with at most 5 DP of MilSub ships. However the ship loadout screen shows the correct value of ~13k and if I use the Simulator with that ship it spawns at that 13k hull value.

I'm not sure if stats besides hull are affected but that's the easiest to read. It's still not crazy powerful since civilian hull ships are generally not THAT awesome but probably still needs fixing (and then maybe a rebalance to the Auxiliary Support concept).

34
With a Hegemony commission I'm effectively a member of the Hegemony, right? Seems like their relays and buoys should affect me too and I should be able to claim enemy relays and buoys in their name (obviously not in ways that would cause a war).

35
Suggestions / More ways for Alpha cores to go rogue
« on: April 18, 2021, 10:54:44 PM »
The whole sector is built around the fear of AI but for the player AI is almost a universal benefit with the main drawback that other factions may hate you out of fear. That makes them come across as wrong and narrow-minded while the enlightened player has nothing to fear. Alpha Cores may go rogue if you try to remove them from a colony administration role but why would you do that anyway besides trying to move the core to another colony where it would do better work or maybe trying to dodge a Hegemony inspection?

Alpha core admins make the tier 5 skills of the industry and leadership paths completely pointless (except for the raid bonus on ground ops), they make hiring administrators doubly undesirable as you get better performance without paying wages and they are the only way to go past 5 colonies without penalties. The prevailing wisdom is pretty much just "use alpha cores for all colonies"

It would be interesting if alpha cores had more potential consequences, e.g. if a colony with military or heavy industry buildings could sometimes produce Remnant fleets to terrorize their system. Or embezzling money for its own purposes. I don't think outright stealing a colony would be a good idea, that sounds like frustration central (though maybe it could "occupy" a colony, disabling it entirely until you raid it or defeat some sort of defense fleet).

Just some more ways for AI cores to screw with you and demonstrate that AI use is an actual risk, not just something the luddites fear for no reason.

Although it would be highly fitting thematically I'm not sure captured Remnant ships should go rogue since you need an expensive and limited skill to use them. Thematically they should have loads of drawbacks, including other factions reacting to you blatantly flying illegal ships in your fleet but the skill's value is already questionable enough as-is.

36
Suggestions / List DP and hull size in ship tooltip
« on: April 15, 2021, 06:32:28 AM »
I know DP match the stats for maintenance and recovery but both of those can be modified so it can be annoying to read, plus new players may not know that those stats always match.

The hull size can be difficult to guess with a newly encountered ship, especially non-combat ones.

37
In theory the Auxiliary Support skill could be powerful with something low DP though it's unlikely that you get more than one ship or maybe 2 shuttles with any decent sort of bonus.

There are some relatively large ships available with pretty low DP that have civ hull and you don't have to stay strictly below 5 DP, it doesn't drop off THAT fast. I've experimented with a Colossus MK2 (pather cruiser), it still gets 6x bonuses from the skill provided you have only it and no other militarized ships (which may be too restrictive). So with assault package it has +60% flux capacity, +30% armor, +60% hull. You can get rid of Ill-Advised Modifications like any other d-mod so you got a basic hull with SO and a hammer barrage built in. Sadly there's not a lot of OP for any real potential left tho. Militarizing AND sticking a package on top costs 24 OP already so s-modding something is practically mandatory to make this ship worth anything. Sticking dual MGs and vulcans on the front makes a decent shield buster since it takes next to no flux and SO does let you get fairly close, once the shields get lowered it's hammer time.

Not sure a 9 DP self-propelled hammer barrage is worth that much effort though.

For reference, the Prometheus Mk2 has a 2.4x bonus and the Atlas Mk2 a 2.9x one

38
The CR system tries to send us one message: Bring spares, swap out your tired ships for new ones. But the way supplies and skills work we're strongly discouraged from bringing more than what's absolutely necessary so we're more likely to stick peak time boosters on our ships to negate the effects of the CR system instead of bringing spare ships.

That wouldn't fix the logistical drain of spare ships but I hope it would at least help?

39
Suggestions / Recover as mothballed
« on: April 10, 2021, 03:14:21 PM »
Often when recovering ships I find that I don't have enough crew to staff them so I'll immediately pause and mothball them before they can cause a CR decay for the rest of my fleet. I'd like to have them marked as mothballed after recovery. Or am I missing some key combo?

40
With skills no longer buffing rare item finds I haven't seen a single Pristine Nanoforge drop from anywhere in my current playthrough and I only have a few token systems left to explore (mostly due to high Remnant threat). In the previous version they may have been a bit too common but this seems excessive too. Especially with Industry skills making d-mods pretty close to a non-issue so the quality boost is no longer a huge selling point. Other industry +3 boosters aren't THAT rare but Heavy Industry is the one market segment you can't easily get a large share on.

41
The most I've found on gas giants by exploration was abundant volatiles (+1). There are ones with plentiful volatiles (+2) in the core systems but procedurally generated ones seem to be capped at +1, other planet types seem capable of +2 though. I'm looking for a place to use that gas giant mining device.

Seems odd if the core worlds let gas giants have traits they can't have in the wild, these don't seem like they're relevant to the way the core worlds work.

42
Suggestions / Storyline should account for finding Alpha Site early
« on: April 04, 2021, 02:51:51 AM »
I ran into the Alpha Site jump long before it came up in the story. Didn't defeat the boss but landed on the planet and returned the Venture. But when the story started talking about the Alpha Site my character couldn't say "I've been there, I know where it is". I was able to skip ahead through the story by scanning the boss without fighting it but it felt like I missed some set-up on what was going on there by doing that and not going through the story missions that would lead up to it.

It just felt quite strange, like I broke the logic even though the end result does seem to have worked out. I guess it gets a bit complicated if you have to account for various quest phases in which the player could then skip ahead.

43
Suggestions / Magno-Bola
« on: July 06, 2012, 11:10:17 AM »
A fun physics based "weapon":

The Magno-Bola shoots a magnetic grapple with a big mass on the other of a chain end, if the grapple attaches to a ship the mass is tied to that ship and its inertia will mess with that ship's movements until the mass is shot enough to break apart.

A nastier variant is the Magno-Drone, the same assembly but instead of a dumb mass it attaches a gun platform to the target that keeps shooting at the target. The platform is not as heavy and easier to destroy but the gun keeps pelting away until someone bothers to shoot it off.

44
Suggestions / More ship system suggestions
« on: June 06, 2012, 11:15:19 AM »
Everybody has 'em so here are mine:

shaped gravity well generator (nicknamed "Junk Magnet"): Attracts all enemy ships and projectiles in a wide area towards the ship. It makes them easier to hit and gives them trouble hitting other ships but the user will become a prime target and all the bumping into attracted enemies makes it hard to maneuver.

selective gravity lens projector (nicknamed "Magic Bullet"): A gravity-based guidance system that bends all projectile trajectories of the user towards his selected target. It even allows guns that can't aim straight at the enemy to hit him with the bent shots.

reactive plasma shield coating (called "Solar Flare" by the brochure but crewmen know it as the Backsplash): Covers the shield with a volatile plasma that splashes outwards whenever the shield is hit. The shield's efficiency is impacted severely, adding 50% to the flux for any damage taken. Any hits on the shield produce plasma flares that move straight outwards and have a good range, they are not aimed at all and their direction is only decided by where the shield was hit. Plasma flares deal just as much damage as the shield took when it generated them (kinetic, frag or HE modifiers are included, shield efficiency is not) but the inaccuracy should reduce the actual return damage well below the 100% mark due to many flares missing any enemies.

Covered up flux vents: The ship was originally built with more venting power but it was modified to have a thicker armor and some of those plates just covered up the extra vents. As the armor is destroyed these vents become exposed again and the ship's vent rate increases. This is a purely passive system.

45
Suggestions / Ballistic artillery cannon
« on: May 15, 2012, 01:41:48 PM »
Currently missiles and energy both have sniper options in the form of the Pilum and the Tachyon Lance. Ballistics could use such an option as well:

Artillery cannon:
A really large cannon, its shells are actually saboted missiles that use a high-powered (but low fuel) thruster to accelerate further and perform minor course corrections after being fired. The warheads are high-explosive and due to the propulsion system they offer less yield per ton of ammo than conventional cannons. As a result the weapon holds very little ammo in the active loading systems and the firing process (a combination of chemical propellant and magnetic acceleration) generates a LOT of flux for the damage dealt. However the projectile travels very quickly (by game projectile standards, it's not actually fast enough to cause much kinetic damage) and has a range comparable to other artillery options. A HE warhead was chosen to allow surprise attacks to deal significant armor damage while the general inefficiency would make it a poor choice against targets that are already in regular weapons range. The firing rate is low and the individual rounds deal very high damage (I'm thinking in the 1000+ range here) so it's meant for single surprise hits from far away (or merely adding pressure on enemies not to drop their shields) rather than sustained bombardement. It obviously still won't hit something fast like a frigate unless the target is sitting still (capping an objective?). Could probably count as a strike weapon.

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