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Messages - PCCL

Pages: 1 2 3 [4] 5 6 ... 135
46
Suggestions / Re: Increase armor effectiveness
« on: December 06, 2017, 10:32:50 PM »
that.... is not how armor works in this game

10 times the armor doesn't mean you take 1/10th of the damage. Not by a long shot

47
Lore, Fan Media & Fiction / Re: Near Citadel Arcadia
« on: December 05, 2017, 07:43:39 PM »
Very nice read Thaago! Looking forward to the continuation (assuming you don't just straight up die, that is)

48
Blog Posts / Re: Population Growth
« on: November 19, 2017, 05:11:00 PM »
in the same vein, is there/can there be an option to cap immigration?

49
Blog Posts / Re: Population Growth
« on: November 19, 2017, 04:28:23 PM »
Eh, I guess part of me hoped hired employees would be differentiated from immigrants, but I can be convinced they're the same thing under the hood.

Yeah, it's mostly an RP thing, but I do like my RP to have certain gameplay implications

50
Blog Posts / Re: Population Growth
« on: November 19, 2017, 03:40:56 PM »
Guess what I'm asking is, if I want to say run a small military hideout where everyone on board is under my employ, and it acts as a storage facility, mining operation, or shipyard with no/little civilian presence, is that possible?

51
Blog Posts / Re: Population Growth
« on: November 19, 2017, 02:55:17 PM »
From this post (admittedly specifically about population growth), it seems like the natural progression for outposts/colonies/markets is to get bigger.

Is this necessarily the case? Is there a place in the game for small and mean installations, research installations, shipyards, or hideouts that are ran more like a military base than a civilian society?

52
Suggestions / Re: Yellow Alert (Ability)
« on: November 19, 2017, 02:47:12 AM »
Yeah... Kinda figured...

Two remedies I can think of:
Red/yellow alert slowly decreases max cr, which takes time in green alert to recover. This will make constant alert simply untenable
And red/yellow alert can confer a max burn malice, which will make it unsuitable for normal transit

53
Suggestions / Re: Auxiliary Shepherd
« on: November 17, 2017, 06:00:38 PM »
oh man... glad people are still enjoying this stuff haha

54
Suggestions / Re: Yellow Alert (Ability)
« on: November 17, 2017, 05:48:18 PM »
I feel like the best way of going down that route (and I do think it's a good route) is having a toggle ability (like transponder) that increases max CR and maybe sensor range at the cost of supply consumption and maybe max burn as long as its active

hell, throw red alert into it as well, just a more drastic version.

55
Blog Posts / Re: Drawing [REDACTED] Battlestations, part 2
« on: August 03, 2017, 11:58:03 PM »
I'd in fact recommend against that as it's often possible to meet a lot of fuel and supplies by scavenging the outer reaches. Try instead increasing the consumption rates

56
Suggestions / Re: Surveying Skill Enhancement
« on: July 10, 2017, 09:14:47 AM »
dude, you don't want anything save combat to be an involved minigame.

57
General Discussion / Re: Why is my fleet full of cowards?
« on: July 07, 2017, 01:26:47 PM »
I mean, behavior around map borders is certainly a valid thing to point out, but isn't exactly a core factor in an "overall AI aggressiveness" discussion.

I wonder if it is. In my experience, a lot of perceived "cowardice" from my captains are from destroyers chasing frigates into the map edge and being unwilling to crush them against it

58
Blog Posts / Re: Drawing [REDACTED] Battlestations, part 1
« on: June 24, 2017, 01:37:39 PM »
comment thread here link doesn't work.

lovely post though, always fun to see the BTS stuff from years ago

59
Suggestions / Re: Take All... Up to capacity button
« on: June 19, 2017, 10:32:31 AM »
there is the issue of what to ditch though. Say you have 20 capacity left and you loot 7 supplies, 5 metal, 13 food, a LMG, and a LAG, what do you automatically ditch when you hit take all the first time?

It's easy to say sort by value, I guess, but what if you looted 12 supplies and 15 organs? One is more valuable and the other is what you need to survive. Also, what do weapons count for value wise? Purchase value or sale value?

it gets even more complicated if/when more commodities become useful as other than trading goods

60
General Discussion / Re: Hyperspace storms ruining exploration?
« on: June 15, 2017, 08:24:14 PM »
Yeah, I found that I eventually outgrew Survey/Derelict missions as it just wasn't profitable to take my ever growing fleet out that far. At that point I swapped to the much closer Bounty fleets. If you wanna keep doing distant exploration type missions then you really need to be mindful of your supply/fuel consumption rates, which basically means you need to keep your fleet on the small side of things. Be sure to survey any Terran and Volcanic worlds you come across—they gave a high chance of being worth a Class IV or V Survey Data.

this is true, usually my progression as an explorer involves doing missions with a small fleet, transition into doing missions and picking up planetary surveys with a medium fleet, then going 2-ping station hunting. the early missions (especially if you do a little dillydallying on the way to and fro) gives you a lot of data as to where the 2 ping stations are and where the good planets to survey are

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