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Topics - NikolaiLev

Pages: 1 [2] 3
16
Suggestions / Make AI defend better against beam weapons
« on: September 30, 2013, 03:11:01 PM »
So, I've been trying to make a pulse weapon similar to the heavy burst laser, except as an assault weapon.  I'm trying to balance it, but I'm running into a critical problem with the AI; they don't want to defend with their shields much, despite it dealing soft flux.

It seems like the AI doesn't recognize when a weapon deals soft flux.  This is a problem.  While ideally this weapon functions by putting a constant stream of inefficient energy damage in the form of soft flux, it instead "tricks" the AI into letting it melt all its armor off, leaving it vulnerable.  This is definitely an unintended side effect of my weapon, even if it makes it deadly.

It goes fine and well until about 66% of the enemy's flux level being high.  Then they start to toggle their shields off to intercept the incoming beams with their armor, which the energy-based weapon is just as good at dealing with.

17
Modding / Fighter Wing "Role" - How do THEY work?
« on: September 28, 2013, 09:32:16 PM »
And I don't wanna talk to a scientist, y'all motherfrellers lyin', and gettin' me peeved
So, there are different roles you can choose: Assault, Bomber, Fighter, Interceptor, and Support.  Problem is, how do they work?

Do fighter wings ever behave differently as a result of other things, like weapons and formations?  I know they behave differently simply by having bombs.  But beyond that I have no clue.

Seems like fighter AI needs improvements in general; it's very difficult to make fighters that fight primarily by using passes.  You can make them into bombers, but then they just ignore frigates unless specifically told to deal with them.

18
Suggestions / [Modding] Allow missiles/bombs to Actually be hidden
« on: September 28, 2013, 05:27:44 PM »
Right now, a hidden ballistic mount will still display bombs on the top of the ship; missiles behave similarily.  I'd like it if these could actually be obscured, and/or merely be displayed underneath the ship rather than above it.

The "Why" should be self-explanatory; having launchers on top of the craft doesn't always make sense, especially in the case of aerospace fighters (which I'm currently working on).  Bomb bays and missiles like harpoons will be on top of the wing, despite those mounts being set to hidden.  Ideally, it'd be nice if missiles extended from the bottom of the ship (if they aren't fully obscured by the ship), so the tip of a harpoon may poke out from under a fighter's wing.

I'd actually like a new hardpoint style the most; an "Underneath" style, which will show the weapon underneath the ship, while "Hidden" just hides anything, including missiles and bomb bays.

If this is already possible to do, then by all means, I'm all ears.

19
Suggestions / Semi-universal/"two-color" slots
« on: September 28, 2013, 02:56:15 AM »
So, I'm almost certain this suggestion has been made before, though I can't be too sure.  Either way, I want to revive the idea if it has!

Implement the ability to designate a slot as "dark green," "cyan," or "olive"; ballistic or energy, missile or energy, and missile or ballistic respectively.  This would be easier if ballistic mounts were red rather than yellow, but what have you; the colors don't actually need to be proper overlaps anyway.  They could also just be concentric outlines of their respective color; a ballistic/energy mount would have a yellow square inside of a blue circle.

This was a feature in MechWarrior 4, where some mechs would get slots that could accept two kinds of weapon, but not a third, as opposed to omni slots which accepted anything.  Same thing here.

Why?  Well, I'm not asking for this to be included in the vanilla ships (though I don't see why they wouldn't be, this is a cool thing that adds depth), but moreso for mods.  This could be considered a modding request, but I feel it affects the base game in a significant way (especially if vanilla ships made use of it, which it likely would to maintain consistency).

It wouldn't necessarily need to be made common; universal is rare enough as it is.  I think this would be most common with midtech ships; I could see the Vigilance's medium mount being energy/ballistic, for instance.  But again, this is more for custom ships.

As a footnote, allowing points to accept, for instance, medium ballistic weapons but only small energy weapons would be an interesting idea as well, but that's not the most desired thing here.

20
Suggestions / [Mechanic] Fleet Coherence
« on: September 25, 2013, 03:52:42 PM »
Something I've always liked doing in the game is maintaining a faction-specific fleet.  I find it interesting to play the faction with its notable strengths and weaknesses without using other faction ships to shore up those weaknesses.  While it's an interesting thing to mix technology, I feel there should be a drawback to picking and choosing the best of each suite of technology.  Enter: Fleet Coherence.

A fleet statistic, similar to Logistics Rating or CR, that determines how consistent the technology is in your fleet.  This is a measure of interchangeable parts, compatible interfaces and computer technology, and similarity between ships.  It would likely have an impact on one or both of the above, as well as increase supply cost, as you need to make use of your supply reserves instead of being able to copy and/or re-use parts from other ships to repair them.

So if your fleet consists of a hodgepodge of heterogenous ships, your Fleet Coherence would be very low.  But if you were to stick to only low-tech/Hegemony ships, your Fleet Coherence would be high and you'd gain slight bonuses.  The average level would be somewhere in the middle, and would give no or negligible penalties; you could have a few ships of a different technology without it being too big a deal, unless they're Cruisers or heavier.

This would probably also apply to ships using weapons (and possibly even hullmods) of other factions or technology sets.  Fleet Coherence could also be modified by the Technology tree (not that I want to make that tree even more useful than it already is, because it seems to be a little more powerful than it ought to be), to reduce its impact; reflecting your character's intimacy with a variety of technology and capability of understanding it and adapting it to other brands of technology.

This is likely going to be controversial, but I feel this would allow for more unique balancing between factions.  It also opens the door for awesome stuff with mods; technology can be assigned in terms of keywords that both the core game and mods could make use of.  It could use something like a tier system (where fleet coherence is retained partially for 1-2 steps away from your tier) or it could just be something like "Hegemony tech" or "Corporate tech."  You could even have more exclusive keywords like "Alien tech" that would cripple fleet coherence, at least for that individual ship, allowing modders to make certain ships unusable if they so choose (Uomoz's aliens come to mind here, as might the Zorg).

I personally like the idea of making this quite a fleshed out system, at least under the hood; you could have overall technology sophistication, which describes how advanced the technology is, and then you can have keywords to describe who, if any, the tech is specific to.  For instance, factions like Lotus Pirates or Junk Pirates largely use cannibalized and adapted vanilla technology, so their tech wouldn't really be specific; this means their effect on Fleet Coherence isn't necessarily that big (or it could be the other way around).  Factions like Neutrino Corp might have some things in common with factions like Tri-tachyon, meaning they could be largely compatible with each other, whereas the Antediluvians and Nomads have utterly alien technology compared to the rest of the sector (even though Antediluvians are very low tech and Nomads are high tech).

This would result in fleets that might contain both Hegemony and Ifed tech, as they're similar enough not to harm Fleet Coherence too much.  But if you use fast and efficient high-tech frigates and fighters with defensible and rock-solid low-tech cap ships and cruisers, you'll pay more for that versatility.

I think it would add depth to the game in an intuitive way that wouldn't step on too many toes.  As long as it's not done in an excessive way, you could still have your independent mercenary fleet composed of any number of ships you want!  There'll be a drawback to it though, giving you a reason to stick to a certain line of technology.

Discuss away!   :D

21
Modding / .6a Modding - Save/load time slowdown?
« on: September 24, 2013, 09:19:19 PM »
So, as a result of Uomoz's Corvus/Sector/Galaxy/Universe mod not being out for .6a yet, I've decided to make my own little personal "sector" containing a variety of mods.  The mods are as follows:

Spoiler
Bushi
Hiigaran Descendants
Junk Pirates
LazyLib
Neutrino Corp
Shadowyards
The Gedune
Zorg
And a small mod of my own that just changes some vanilla variables (annihilators are too slow!   >:( )
[close]

At first, it was okayish.  But after a while, the time it takes to save or load a game takes ages.  It gets so bad during a game that it will simply fail to load the save game and I have to restart Starsector.

Now, I never tried so many mods myself in .54, I don't think.  But I did play UC, which added lots of factions.  However, none of them added systems (obviously), where I now have many of them.

So, I ask you: is this just to be expected, and I have too many mods?  Could any one of the mods be responsible for slow down, memory problems or save bloat?  (My save file is 175 mb, I don't think that's standard).  Is this just the game being unoptimized, and/or systems causing issues?  And the most dire question of all: will this affect Uomoz's Sector?   :-X

I'd like it if someone could test a similar setup and seeing if they experience problems as well.

And just because I know it'll be asked, I have a fairly decent (if old) gaming rig:

Windows 7 Ultimate 64-bit
Core 2 Duo E8500 3.16ghz
Radeon HD4890 1gb
4gb DDR2 800 Ram

22
Suggestions / Fleet harrying might be a problem
« on: September 23, 2013, 08:41:12 PM »
So, you see a small pirate raider fleet.  You've got points in tech, or your fleet just happens to be faster.  You catch up to them.  You can pursue them and start a running battle.  Or... you can Harry them, which reduces their CR each time.

It was a neat addition.  I actually can't remember the rationale for it being added.  Unfortunately, it leads to this:



You can simply grind their CR down to nothing, and get free kills.  0% CR ships are easy pickings.  This allows you to handily rack up credits.  And the AI just lets you do this!  No help ever arrives, they never think to mothball or scuttle slower ships to get higher burn, and they never think to fight back before they get ground to dust.

Do you think this is a problem?  I do.  It makes the game unnecessarily easy, especially in the mid and late game where things are already easy enough.  While you might say new features will get added to make these periods of the game easier, I say we can make it fun now with what we have.

Solutions have been listed above: make the AI smarter about how to deal with what's happening.  Give them things to do when a faster enemy fleet is hunting them.  A burst of emergency speed, a distress signal (at the very least, repeat harrying takes time), or make them maintain a neutral posture instead of attempting to disengage (which is what lets you harry them).  The latter would completely disallow repeat harrying as a tactic, but I kinda dislike that; harrying lets you get reliable kills on fast things like Talons on Hounds by reducing their CR.

Thoughts?

23
Suggestions / Strafe and Turn To Cursor Toggle Option
« on: September 15, 2013, 12:08:53 PM »
Implement a checkbox in the options to allow for permanent "strafe and turn to cursor" behavior.  A keybind to toggle (instead of hold) this behavior would also be welcome.

You know, I've played Starfarer for quite a while, and I never much cared for the strafe and turn to cursor behavior.  I have no idea why.  When .6 came out and I returned to the game after a hiatus, I've found myself addicted to the function, and I can't remember why I never used it.  I can understand why you might not want it on all the time (manual aiming of turrets) but that's why I want a toggle key, as well as a option.  Ideally, I'd use both, since I prefer a lot of ships that don't have many turrets.

24
Suggestions / Refit Screen: Quick Simulation
« on: June 02, 2012, 11:35:05 PM »
So, as we all know, the Refit screen has a wonderful feature that allows you test out a variant.  However, we all know that 5-10% of one's fleet is going to be piloted by the AI.  When a player becomes experienced, he begins to outperform the AI at nigh every aspect of spacefaring combat.  So it's important we know the capabilities of a variant in the hands of the AI.

You can run a simulation with autopilot enabled.  But this can take anywhere from five to ten minutes or more.  So how about a quick simulation?  I have no clue if this is possible, but I wonder if we could have an AI-driven simulation, except sped up to a large degree so we can see the results.  I recall Alex's post about fully simulating AI combat and how it was impossible due to CPU restraints, hence the auto-resolve system.  However, that was for the world map.  This is in a single battle.  If this was possible, and was quick enough, it would be nice to see the result of multiple battles (configurable by user) to iron out statistics.

At the very least this would simply use the current auto-resolve system, or a modified version of it.  Would anyone else find this useful?

25
Suggestions / Fleet auto sort and insert instead of replace
« on: May 31, 2012, 08:29:52 PM »
A sort button, much like the cargo sort buttons.  Self-explanatory; it would sort by fleet points, with the highest at the top, much like station shops.  It'd be nice if you could choose what to sort by, since this affects where elite crew are placed first.

It'd also be nice to be able to drop in a ship between two ships.  Say I have an Onslaught, and I buy a Conquest which I want to go behind the Onslaught.  I'd have to replace my Eagle with the Conquest, and then replace the Falcon with the Eagle, and so on and so forth.  I'd like to be able to drop in that Conquest in the middle of the Onslaught and Eagle, so that everything else would be bumped down one slot to automatically make room for the Conquest.  You've probably encountered this unless you just place new ships at the bottom.

26
Suggestions / Thrusters should not slow a ship down
« on: May 30, 2012, 11:16:41 PM »
The most common occurence of this being if you attain the +50 flux speed boost, and continue holding down the forward thruster, raising shields or generating any sort of flux actually slows you down.  This is a little silly, as if you avoid using the thruster you will retain your momentum.

If you're travelling with +50 speed and try to correct your course, maneuver or slow down deliberately, sure, you stay at the normal cap.  I'm definitely not asking for a constant +50 speed.  That said, I'm not sure if merely generating flux is enough reason to lose the flux boost.  After all, if you have shields up or fire low flux weapons, your dissipation rate keeps your actual flux at 0, so why not allow the flux boost to remain?

27
It has happened many times where I decide to assault two points, and my fleet ends up criss-crossing over itself to get to the objectives.  To assuage this, initial proximity ought to be a little higher priority to subordinates in situations like this.  It doesn't help that ships are very poor at managing positions relative to allied ships.

Which is my next point.  I've found ships have a very difficult time fighting among other allied ships.  They'll bump into me and each other all the time, especially me.  This is just a general plea for improvements to AI piloting when dealing with obstacles (including asteroids).  It seems like they just don't know I exist.  This is especially obvious with a small force of 6-8 frigates.

AIs aren't very good at flanking maneuvers, it seems.  If I'm taking the focus of an enemy ship, my other ships ought to see this as a cue to get aggressive and flank it, rather than bump into my side to try and shoot from the angle it insists on shooting from.

Finally, I'd like the AI to make use of intercept courses, both in combat and on the world map.  The world map may need an extra button or click to give the player the option for it, but I'd like "laying an intercept course" to actually be an intercept course, where my fleet leads theirs by how fast they go and such.  In game, the application would be mostly obvious.

28
Yet another one of my tiny suggestion threads!  (I'm so sorry)

Currently, weapon animations (such as Assault Chainguns spinning) play while overloaded, or while ventung flux.  I think this is a little odd.  I assume this is intended and not a bug.  I also presume this is the case for any other weapon that has animations while firing.

Another quirk I found is that Raising Flux gives you hard flux.  Is this intended?  I think it'd make more sense to be soft flux, since this makes it a little punishing to use.  Energy weapon-reliant ships also tend to be shield reliant, so I don't think it ever sees much use.  This could be intended as a balancing factor, and making it a very risky maneuver (which is good).  What do you think?

29
This is yet another one of my microsuggestions, and I suppose I apologize for that.  I just tried out the Frag Bomb Bay, and I see a lot of potential for it as a PD weapon.  It's almost like a small flak weapon, I like it a lot.

But I can see why it isn't used on any vanilla ships.  The AI lets loose all the bombs at the sight of a single missile salvo.  So, if time can be spent on it, I'd like the AI to intelligently know how many bombs it needs to throw out before it considers those missiles "probably taken care of" so it doesn't waste the entire magazine.

But let's not waste a thread.  Feel free to post any autofiring quirks you've found here!  I can think of another one - tactical lasers start autofiring at where a ship's shields would be, but if they're not up they're not actually hitting anything and are wasting flux.

30
Suggestions / Automatic Sorting
« on: May 28, 2012, 09:37:58 PM »
Checking a tick box, or right clicking the Sort button would enable automatic sorting.  There would be separate functions for your personal cargo, and station inventories, in case a player wants to organize his own inventory but make new additions to a station's inventory fall into place, or vice versa.

A small suggestion, but it's one of those little things that'd improve the game a bit, to me.

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