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Messages - Darloth

Pages: 1 2 [3] 4 5 ... 40
31
General Discussion / Re: High Scatter Amp Discussion
« on: April 08, 2021, 06:14:32 PM »
Pulse and Tach lances miss because after you start firing one there is a small but noticable charge-up period in which the beam is locked in its current aiming position.  It was probably spot on accurate when it started firing, but the beam doesn't actually manifest until the end of this charge-up, at which point, the target may not be there anymore.

I like the proposed solution where beams get to keep their range but the hard flux is only applied further in, personally.  We're already paying OP for the hullmod, it should in general just make beams better.

32
General Discussion / Re: Beam weapons need a buff
« on: April 08, 2021, 03:53:02 PM »
While I don't have enough data or experience to have a solid opinion on whether beams are ok or not vs ships, I can tell you one use-case where they are pretty excellent.

Beams kill fighters.  Any beam, doesn't matter  - but tactical lasers, phase lances, and even graviton beams will do the trick.  Fighters can't dodge them and don't usually have the armour to stop them for long, unlike ships.   They kill fighters from very far away and without costing a great deal.  Is this enough of a niche? I don't know yet - but it -*is* a niche that nothing else really excels at, at least at those ranges.

33
Mods / Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
« on: April 05, 2021, 07:09:51 PM »
If you don't -need- the transponder on, you can toggle Go Dark and that keeps you at moving slowly speed.

Obviously this won't work if you're travelling through an area of space where someone expects transponders.

34
Mods / Re: [0.95a] Internal Affairs v1.0 - One-Mission Minimod
« on: April 04, 2021, 02:28:06 AM »
If you've uploaded a hotfix, can you change the version number please?

I can confirm you have indeed changed the jar file, but it was basically impossible to tell until I ran a comparison tool on the two to make sure I hadn't downloaded the wrong thing or the link was out of date or something :)

35
General Discussion / Re: Making money in the new version is too easy
« on: April 02, 2021, 06:04:47 PM »
All this talk of freezing assets is also a little disingenuous.  You think credits somehow localized on one world can even be spent on another world, let alone with another faction that is at war?

Given that pirates can pay you in credits, either there is a VERY permissive sector-wide banking agency, or more likely the credits are some sort of electronic encryption system you can store locally on your person but is still guaranteed to be valid.  Presumably something like a shadowrun style certified credstick, likely interacting with all the various datapads we see people use, and redeemable at a number of places around the sector.

Plus, from a game design perspective flat out taking things away from the player is almost never fun, even as a sensible consequence.  Warn them, sure, chase them with things, ok, have bounty hunters hired to hunt them down, make markets inaccessible or more expensive, but it would likely make many people very upset if their hard earned and ill-gotten credits were just removed or frozen.

36
General Discussion / Re: Pet Peeves
« on: April 02, 2021, 02:22:01 PM »
2. Can we update the galactic map with better Ion storm location as we explore the further? I get at the beginning astrograph/fog of war is bad and you are playing magellan but once you've found a nice safe route to one side of the map tucked away among wild storms, I really don't want to keep remembering where the entrance is. I know the mini-map is somewhat more accurate but its distance coverage is too small. Oh, apparently the new 'going slow' can mitigate storm damage. Need to confirm that later.
Turn starscape off. The button is on the bottom of the map in the map screen.

This still doesn't resolve it though - even with starscape turned off the main map shows solid hyperstorms where there are, in fact, small passageways to fit through.  It would be amazing to be able to record those somehow.

37
General Discussion / Re: Trade contacts
« on: April 02, 2021, 02:19:21 PM »
I found one.

Oddly enough, it was after taking a "go kill pirate base" mission, which I failed.

38
General Discussion / Re: Making money in the new version is too easy
« on: April 02, 2021, 02:16:26 PM »
We do get warned that a so and so fleet is forming around X or Y planet and heading to Z...

Maybe pirates or other interested parties should indeed be told if you purchase a sufficient quantity of stuff, and then the game should (usually?) mention that your contacts in X market say you've been noticed, it's no longer safe to dock at X for a month or underworld assets will try and steal your stuff (marine roll perhaps), just to prevent player re-docking and storing immediately, and then spawn a couple of fleets with a vague initial idea of the player's location and see what they do.

Would be another interesting interaction, as long as it doesn't trigger too frequently so as to be annoying.

That said, it would also incentivise actually having enough escort ships.

39
Mods / Re: [0.95a] Ship Direction Marker 1.2.1
« on: April 02, 2021, 04:34:58 AM »
Yes, finally something to stop me pressing the wrong strafe direction key when my ship is facing down instead of up!  Hopefully before I slam into something!

40
Oh, nice, a quest pack! I was going to do something like this!

But then, as with most of my projects, I did half of one quest and got distracted by something else and didn't - so thankyou for having more determination than me, it is much appreciated.

41
Suggestions / Re: Utility weapons
« on: October 20, 2020, 06:56:55 PM »
Single shot (manual fire?) missile launchers that deploy a large minefield where the missile explodes.

Fighters bolted to the hull with one-off explosive bolts, they give a wing of fighters but only once per battle, no replacements for that wing ever, and there's a huge CR penalty when one gets destroyed to represent fabbing it with a not very good for purpose fabricator set and cobbling it together in space.

Targetting array - when it's 'firing' at a target, all other weapons on the ship have increased accuracy / lead better (/ reduced recoil?)

Focussed sensor jammer - affects enemy accuracy, only one ship at a time but that ship misses a lot more.

Mine layer 'missiles', for putting on freighters you expect to run away a lot.  Terrible in most combat scenarios, good when running.

Flux absorber - fires a laser at another ship, absorbs flux from it somehow.

Gravity ripple - does useful stuff in campaign layer, pulses push away projectiles / fighters in combat layer.

Wild weasel - minor ECM bonus, no-damage long range PD laser that, if it hits a missile, retargets that missile at the ship mounting it.


There's some ideas.  I like the idea of more uses for mount slots on things you wouldn't usually fill, or generally just different types of things that aren't just gun, gun, more gun, big gun, double gun.

42
Suggestions / Re: obey and ignore
« on: November 02, 2019, 03:12:03 PM »
Just chipping in to say that I too would love both a mobile-Defend command and also the better view into what the AI actually thinks its doing and why.

43
General Discussion / Re: Hyperspace Storms: Unfun or Necessary?
« on: August 29, 2019, 01:27:21 PM »
At least once I was bounced by a hyperspace storm and as a result was intercepted by a Remnant fleet I could otherwise have evaded.  I lost that battle. 

I've also sometimes come out of a storm front with several ships needing considerable repair, enough that I wouldn't want to use them in combat, and so I don't agree that they're inconsequential.

44
General Discussion / Re: Hyperspace Storms: Unfun or Necessary?
« on: August 16, 2019, 11:53:26 AM »
I should note - the map should show them more clearly.  If they're meant to be something we discover when we fly there then add fog of war, but right now the hyperspace map only -vaguely- indicates the actual shape of the storms there, and that IS annoying.  You have to remember where there's a passage and where there's just a wall of storm.

That could and should be better.

45
General Discussion / Re: I fail to control battles in a meaningful way
« on: August 16, 2019, 11:48:21 AM »
If it helps to understand the interface and design choices, it USED to be heavy RTS.

You used to be able to order direct movement commands and various other things, as much as you liked.  Some of the missions were even sortof designed around that.

The reasons it was changed are in a blog post somewhere, but basically it boils down to it never really working very well - ship AI and following the player's orders AI were often in direct conflict, so first we got this assignment system where ships are told generally but not specifically what to do, and then the command points were added to suggest to players that they shouldn't be micro-managing.

It works mostly, and I think it's better than the alternatives thus far... but I also understand why people are constantly pointing out the various flaws.

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