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Messages - Chaos Farseer

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31
Oh, right. And there's the Save Transfer mod, so I have no excuses. Will try that in a bit. Thanks!

32
Been playing around with SCY ships in 0.65.2a, and I've noticed that the Nemean Lion reloads all of its ballistic and energy weapons whenever it closes its armor. Which is cool, although it somehow allows the Super-Charged Pulse Beam to exceed its maximum ammo. It appears that the amount of additional ammo the SCPB gains is proportional to how long the armor is closed (either from the Lion's Hide or venting). Is that intentional?

33
General Discussion / Re: Where's my stuff? Tracking stuff in storage...
« on: November 30, 2015, 07:53:26 AM »
Perhaps it should be a tab on the Intel panel?

34
Suggestions / Re: So, what new abilities do you want to fill that bar?
« on: November 24, 2015, 03:33:31 PM »
Distress signal! Whether or not you're actually in distress or trying to lure enemies into a trap is up to you.

35
General Discussion / Re: Retreat without Dying
« on: November 17, 2015, 01:25:18 PM »
Ran into a superior Hegemony force with a hybrid fleet of Blackrock and SCY. My plan was to deploy all forces, inflict some casualties on the faster enemy forces, then retreat and re-engage. I attempted to tell all forces to Defend a point towards the bottom of the map... and the cruisers refused to go that direction.

Good plan, but why deploy cruisers for this? To fight faster ships, better to deploy your faster ones.
And clustering all forces around one point is... kinda ponitless IMO. :) Small fast squads (via escort) scattered around the map and also dragging enemy forces apart (divide and conquer!) do better in this situation, from my experience. And fast ships have no problems with retreat. For slower ships I usually retreat with escort.

Well, I assumed SCY cruisers were fast enough. In retrospect, they were the armored versions, so that wasn't the best plan. The Hegemony fleet did have a number of midline ships.
The defend command towards the bottom was intended to draw all forces back and then get them to turn around and retreat. Before then I'd kind of let the ships go on free roam, although I don't think they were fast enough to kite like that. I'll try and change that up in the future and make faster variants. Thanks for the comments.

It's not at all pointless to keep your forces bunched up if you're engaging a superior enemy. Particularly if you can exploit the terrain by defending in a nebula and also holding all the Nav points at the same time. It's like the Russian Winter defense.
IDK, I might've been doing that too frequently. The heavier SCY ships, I don't want them running off and trying to solo things, so I tend to tell the whole fleet to defend an objective. I'll try some fights without that.

36
General Discussion / Re: Retreat without Dying
« on: November 15, 2015, 03:57:38 PM »
Oh, that's a good one! Thanks, Megas.

Yeah, the retreat command does lead to ships outright dying, but Escort will work better than Defend it seems.

37
General Discussion / Retreat without Dying
« on: November 15, 2015, 03:02:15 PM »
Hello forum,

Been playing some SS+ in anticipation of the update, and I've been having some trouble. If you want to retreat a fleet from a standard battle that includes cruisers, what tactics or sequence of commands do you use to try and get them out alive?

For context:
Ran into a superior Hegemony force with a hybrid fleet of Blackrock and SCY. My plan was to deploy all forces, inflict some casualties on the faster enemy forces, then retreat and re-engage. I attempted to tell all forces to Defend a point towards the bottom of the map... and the cruisers refused to go that direction. They were locked in combat, but still. An Erymanthian Boar was actually moving northwest away from the point, and eventually got surrounded and destroyed.
A straight-up retreat command would result in the ship turning its back and then getting destroyed anyway. What's some way to prevent things like that? 


38
If that's the case, you could combine cargo and crew space into just cargo space. Which would remove the need for troop ships like the Valkyrie (if that's the right name), but they could be repurposed to provide boarding bonuses instead.
That might work, actually.

Maybe excess crew may possibly occupy cargo hold space without any additional penalties? Losing cargo space for transport occupied by excess crew already a penalty.
might make troop transports / cruise liners kinda useless, though. unless crew needs A LOT of cargo space or there's some other kind of penalty, like increased supply drain or reduced cr. lost cargo space by itself is only a penalty while you're already at or close to max load even without crew, so that you're forced to choose between going over cargo capacity or spacing supplies / trade goods / weapons to make room.
Oh right, cruise liners are now a thing. Maybe cruise liners could provide greater profits when transporting people?

39
Blog Posts / Re: Hyperspace Terrain
« on: September 20, 2015, 08:43:58 PM »
Actually, on that note: it seems that if you're trying to go somewhere, and the areas of 'open' hyperspace are maze-like, it would get really inconvenient to visit a planet. Clicking on it would let you go straight there, but what if you want to avoid the deep hyperspace?

There were always those complaints about having to open the map all the time. Could there be a feature to lock onto a fleet or planet, much like the in-combat lock on, so that you can see its position while it is off-screen?

40
Blog Posts / Re: Abilities
« on: April 22, 2015, 03:13:46 PM »
Man, the pace of development here is kind of unbelievable. Kudos, Alex.

A random thought for future development: Perhaps different portions of the environment would affect sensor range, by creating interference or something like that. Perhaps since the jump points are thin enough to pop into hyperspace, there's some cosmic radiation which reduces sensor ranges. Actually, that might help with players trying to sneak through a jump point.
Anyway, thought for the future. Might help with creating 'terrain' on the fleet level.

41
Suggestions / Re: Changing shield radius during combat
« on: March 06, 2015, 09:27:24 AM »
Actually, Neutrino has something like that with their Colossus capital ship. It has a single (destroyable) drone which projects a massive 360 shield. Leads to some weird AI behavior, not to mention the fact that the player can just fly right through it, but that's a place to look towards for inspiration.

42
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« on: January 16, 2015, 07:42:49 AM »
Silver Silence: Math.random returns a value between 0 and 1, btw.

43
Suggestions / Re: Hyperspace Terrain Suggestion Thread
« on: January 07, 2015, 12:08:55 PM »
Random thought: Gravitational slingshots!
What if, a black hole (or any other large gravitational pull) applies a force on the player's fleet depending on how close their ships are. This force can be clockwise or counter-clockwise, and a skilled player can use this to speed up their travel in one direction. The closer the user gets to the black hole, the shorter the trip and the faster they go, but it costs more CR.

This would change the game's model of how speed works, though.

44
General Discussion / Re: [Poll] December 4th Dev Patch Thoughts
« on: December 07, 2014, 01:44:38 PM »
Even though I find a poll before any of us have play-tested the new build to be unfair to the dev, I had to tick 'mostly disagree'. Alex has already said that vocal opposition won't sway him (and it shouldn't), so what are we accomplishing here? The patch comment thread already serves as a reference for who's on board and who isn't, and everybody's a visionary, anyway. ;)
I threw up a poll in order to give everyone a better idea of the distribution of opinions. The patch thread is/was loud and chaotic, with some people claiming to be in the majority or minority, not to mention that not everybody posts to that thread. The goal here is to get a less-biased statistic.

45
General Discussion / Re: [Poll] December 4th Dev Patch Thoughts
« on: December 06, 2014, 01:10:13 PM »
Hm, that's a good idea. Will do.

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