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Messages - Cosmitz

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46
Z?

47
General Discussion / Re: Why can't my colony craft decent ships?
« on: January 31, 2019, 08:28:59 AM »
Hotfixes that stabilize major versions do come out in a month or two. We should be seeing it pretty soon.

48
General Discussion / Re: Starter Help
« on: January 31, 2019, 08:26:58 AM »
Big fleets do consume a lot of fuel. When i did the final part of a particular quest (one of i think two in the game?), which involved me travelling across the entire sector with a battle-ready fleet, for example, i needed roughly 2500 fuel there and 2500 back if memory is right. In the end, you have to major limitations, how many credits you can throw at a problem, and, secondly, how much fuel/supplies there even /is/ in the sector. I have cleaned out Sindria more than a few times of fuel, and while you can buy 500ish fuel from every planet, it's still a matter of doing that bit of logistics. At that point you should just remove credits from your save game and add what other fuel/supplies you want/need without having to worry about, literally, shopping.

49
Suggestions / Re: Spaceborne Aliens?
« on: January 30, 2019, 12:28:01 AM »
Those so-called aliens (at least in Star Trek) are simply elves and orcs in space, or simply humans with pointy ears or unusual skin color or just wearing a Chewbacca costume.  

*adjusts glasses* ACHTHSUALLY... there's a very good explanation in-universe for why that is. Tldr, all have a common ancestor or something like that.

50
General Discussion / Re: Starter Help
« on: January 29, 2019, 02:09:55 PM »
It's relatively 'hidden' so to speak, it would be useful if the skill pulsed a bit when you fly over one, if nothing else, than to link in your mind those 'decorations' and the skill itself.

51
Suggestions / Re: Less money from Colonies
« on: January 28, 2019, 04:51:04 PM »
Tell me about it, i tried making a handful of colonies and not producing /anything/, just relying on pop growth for income generation, maybe they would not have gotten attacked. But apparently producing 'crew' is enough to start the full-on pirate Armadas, how dare i intrude on the 'making people' market! It is relatively silly.  Sure there's imbalances and problems at the higher end of the spectrum, but man, if i have to fight six fleets each of a dozen-Wolverines/Mule comp just to have a single colony that makes me 300 credits a month, why would i bother? Even as an 'outpost' there are three abandoned bases to use as storage/main base with zero stress. (Mayasura abandoned station even orbits around the planet which is a market and offers dock-refit and quick supplies/fuel).

But anyhow, i'm crowding the thread, this isn't the place for it.

52
Suggestions / Re: Less money from Colonies
« on: January 28, 2019, 03:37:12 PM »
I really don't know about the upper limits, but i've tried a few times in alternate saves to make colonies work and for a very long time, a few months of game-time or more, they're at best break even and at worse just sinks, even if i do colonise 100-150% hazards, and that's before pirates and expeditions start to show up. I'm a good 50 or so hours in my main 0.9 vanilla playthrough and i only now am thinking about colonies as 'the last thing to do' (as i have 15 million credits and a truckload of ships and done all the other end-game stuff) before i go on a modspree.

I could not dream starting up and just plopping down a colony and not being entirely credit starved, so i'm just wandering whether that curve should also be ajusted on the low range, it's entirely too easy to not even break even, let alone make a profit, and the meta of 'only do this when you can rush everything' isn't particularily appealing or makes a lot of sense design wise. Ideally at least an early colony (or colonisation in whole) should be something that 'grows' organically in both needs, risks and rewards, in time, instead of just being this progression apparently:

1) 'You're totally fine no stress, no colonies.'
2) 'You start your first colony or two, now rush everything since in two months or so you'll start getting enormous pirate fleets and need defenses yesterday'
3) 'You now have survived the first waves, everything is easy peasy and money flows freely as long as you do all the space-chores'

53
General Discussion / Re: Starter Help
« on: January 28, 2019, 03:31:16 PM »
Apogee's don't have the speed or power to fight (they die pathetically in any combat) and I keep running out of money too quickly.

If you're trying to fight a few frigates in an Apogee you're going to have a bad time.

Anyways, basic upkeep, for an easy start just do exploration with a tiny fleet, a Phaeton, a Collosus, a Safety Over-ride Lasher, and a few Shepards for survey/salvaging with a good chunk of supplies, everything Solar Shielding'd and max fuel. That should keep you afloat for a long time while you salvage research stations, debris fields and what have you. You can even survey smaller planets, not gas gigants, stuff you can reasonably throw supplies at without worrying too much. There is some math on how much survey equipment you need before you can make bank with 100-120 credits/supply even if you score a class 1, weakest, survey, but i just threw a lot of Apogees in my fleet and surveying costs 5 supplies.

Aside from that, if you want to do bounties, that's a decent income, especially if you pick your targets and take no/few losses, and maybe put up Comm networks in particularily hot/frequented systems in the area for bounties, so you have a chain of them without returning to the core worlds. If you find a piratebase or luddic path base and you're not at war with them, or you have a large enough fleet for them not to engage you, you have basically a free resupply/sale base.

54
High tech took a really much needed hit back in.. 0.6? 0.7? When CR was introduced and peak timers added and adjusted. While i was 'hightech besttech' before, i saw myself moving to midline due to lowered max peak and just the expense of fielding it. Each tempest requires 9 supplies a month (8 the ship, +1 terminator drone), which is equal to how much it costs to have a Hammerhead or a Shrike or even a Mule.

I don't mind the changes the Tempest and the Omen took, but they're more fit to specialized roles in your fleet than making an entire fleet of them, as you've seen. I'm not saying they may not be good massed, but at that point between 20 Omen/Tempests and 20 Mules, i'd pick 20 Mules at all times.


55
Suggestions / Re: Combat Endurance 2
« on: January 26, 2019, 06:08:16 AM »
and you can scale this by getting more ships.

You are limited by 30 fleet slots, of which 3-4 always end up for logistics ships. Not saying extra ships to pilot don't help, but it's a different character build, as we've said, if you decide not to go combat.

quite easy to farm "money"

Uh, yeah, i guess if you are good at combat and kills stuff and get the loot you do deserve to get the money, but not like defeating enemies on its own makes for a good inflow of cash or time investment.

all ships instantly become disposable, ever capitals, as you can recover any losses

Ships are disposable, colony or not. It may not always be profitable to throw ships into the grinder, but sometimes you do have to fight superior numbers/quality of ships. And you can argue that once you reach the point where you can produce money without too much effort and have a stable supply of ships you already mostly 'won' the game, and it doesn't have any other challenge to throw your way. At that point you just throw twenty Paragons in a fleet and just GG throw out 5 Paragons for each fight and cycle them out to recover CR and can reasonably handle most encounters in the game.

75% of skills are trash and rest are must have.

Combat skills (including Gunnery Implants and Fighter Wing skills) exist because the game at its core is an arcade top-down shooter piloting a single ship at a time and most of the time you spend in the game /is/ spent in combat. Those are about 55% of the availible skills. 35% are campaign-map things that help your fleet as a whole, and 10% deal with colonies or things that don't affect your fleet. Saying 75% of those are crap is disingenuous.

56
As i know, while it is a proportion and some RNG, even then, you may only lose a portion of your held illegal items. Still some measure of indication of how effective/how much trust you should put in your shielded cargoholds would be helpful. Did a quick run now, 375 organs to 405 total cargo space, lost 85/45 on a smuggle, and got away scot free on fifteen others scans. So reasonably i can guess that if you have enough holds to cover your illegal cargo you'll max out your chance at evading, i guess up to a hard point (90% or something). Either way, knowing that number, or what percentage your normal cargo space is covered by 'shielded cargoholds', would be nice. (i doubt having 'extra' shielded cargoholds helps)

57
Anything that involves you heading out into the void, even if without a mission, has to be small. At most have an SO Lasher to handle single Remnants/Probes, have a Phaeton and a Collosus and maybe a Shepard or two and you can go for months on end. There is no real use for you to have a massive 'salvaging fleet'. Past a certain point which comes really quickly, you're wasting a lot of supplies/fuel for just the ability to hold future stuff, most of which has little to no value. Stacks of organics or metals should just be jettisoned anyway.

58
Suggestions / Show Shielded Cargo Holds in UI (and other campaign stats)
« on: January 25, 2019, 02:19:00 PM »
Pretty much this.




And while we're technically here, can we have the Survey/Salvaging/SolarShield and generally fleet-wide campaign-map boosts listed in the fleetscreen? (currently Salvaging and fleet-wide status gets shown when hovering over the mod which is backwards compared to the rest of the UX)



PS: And ungrey and make the "Your fleet is small enough/big enough to disengage/etc" more visibile in the same pass. (ideally with yellow/hoverable-over to show you the limits of when that triggers/happens)


59
Suggestions / Re: Combat Endurance 2
« on: January 25, 2019, 11:44:17 AM »
Not sure if you knew but being over 70% CR gives you bonuses to ship stats.

wooping +3% to speed and damage, absolutely worth 6 skill points.

It's 15% max CR, which if you have the relevant Fleet skill which already puts you at 85% past normal max 70, and get 100% it is a whole 10% damage reduction (and 10% damage application). One more thing, at 50 you get Standard autofire accuracy, and at 80 you gen 'excellent' autofire accuracy. That aside that 15% on an Apogee for example means you get to deploy that ship one more time in a subsequent fights.

Also, 'worth six skill points', that's only if you take zero combat skills, and in that case, why would you even be interested in a skill that boosts just your own ship? You're probably playing an Industry/Leadership build anyway. It's only a discussion if it's worth one skill point within the skill itself, or if it's worth the 3 point investment just to get to it, and to both of these i say yes. It's not a must-have, but it does compete with other skills within the combat tree.

What my build ends up being at level 50, for context: https://imgur.com/XUOQ8eS

60
General Discussion / Re: Why is there friendly fire?
« on: January 25, 2019, 11:13:58 AM »
Previously I tried equipping Mules with lots of Annihilator missile packs, which they promptly emptied into my engines.

If you could provide more detail about when/how that happens, that could be helpful in tracking this down. They're supposed to avoid friendly fire - and mostly do - so some specifics here would be really nice.

Most of my encounters with friendly fire happened with burst-style weapons or random-pattern weapons, the AI considers the initial firing sequence but if anything happens during, like the gun switching target to something else (due to R or target dying), it'll just spray over it. I've seen it /so/ often with Needlers as well as Annihilators, but it's very obvious with bombs since once they commit to the burst, that's what's happening. I don't have an example on hand, and the reasons vary, with Annihilators it's based on the fact that the AI seems to not consider 'what's behind/next' to the target that much, and given the spray of the weaponsystem, anything else it hits is collateral damage. I'm reasonably sure this can be tested with a mock gun that has a huge spray range cone, say 180 degrees, with friendlies in it, and a valid target, and the AI will probably just spam it no matter the collateral.

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