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Messages - Ordanen

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31
Suggestions / Make time pass during fights
« on: November 13, 2013, 04:29:08 AM »
Basically, make time pass in the campaign while you're in battle. In my opinion, it'd perhaps add another layer to the CR mechanic later on, when the campaign is expanded and time becomes more precious. ''Do I want to deploy more ships to finish the battle faster but lower my overall CR more, or do I want to risk losing x objective due to taking too long?'' That sort of stuff.

This is admittedly a suggestion made upon assumptions though.

Another option may be to make the options you pick post battle take varying amounts of time as well. As an example, harrying retreating forces would arguably be more time consuming than simply standing down and letting them go.

32
Suggestions / Re: AI slips/player tricks report thread
« on: October 30, 2013, 01:17:50 PM »
Had something odd happen just now, new save.

Anyway, two lashers, against a bunch of Pirate Raiders. One Lasher, Buffalo Mk2, Piranha wing, and two Hounds.

I deployed both my ships at once, and the AI controlled one was disabled rather early on the fight while I took out the wing, then the Lasher. I was then severely damaged, with about 15% left of my hull by the Hounds, but also managed to cripple the Mk2 enough to the point where it turned around and was obviously intending to retreat. The Hounds then fired a bit at me, flew away, then returned one at a time, only to spin around in circles in firing range while I easily disabled them. After I severely damaged the second Hound, the ''enemy fleet defeated'' text appeared, implying to me something messed up and that the Hounds were intending to fire, not dance around.

33
Suggestions / Hullmod and convenience suggestion
« on: October 06, 2013, 01:37:55 PM »
After fiddling about with the ''new'' burst lasers, there was one thing that annoyed me. Mainly that they kinda sucked against large amounts of missiles/rockets, like from the Annihilator.

Now, this is a reasonable weakness, but what if there was a hullmod, ''Intelligent Targetting/Intelligent Point Defence'' or something, that allows PD weapons to prioritize larger and more dangerous missiles, versus large amounts of smaller ones.

Maybe add on a large Ordnance Point cost, so that it will for the most part be utilized by dedicated PD boats?

-

Second suggestion, add a slider for how many crew members you want to go above the required skeleton level. I get all OCD-y when it comes to keeping certain amount of crew members above the required, and it gets hard to keep track after several engagements where you lose 6, then 2, then 17, and so on.

34
Suggestions / Re: Make the Zero Flux boost affect Frigates (CR timer)
« on: October 04, 2013, 05:29:30 PM »
Nope, I didn't. The stuff I had was Light Assault Guns for the front, Vulcans for PD, that also assisted with immense amount of hull damage when I got through the armour, two single Harpoon MRM mounts, increased to two missiles with skills, and extended mags, accelerated shields, 10 vents/caps.

Anyway, two AM, I should probably sleep.

The Enforcer was completely helpless though, it could never really catch up, or do anything when I hung around just outside its range, waiting for it to burn while preserving the timer.

35
Suggestions / Re: Make the Zero Flux boost affect Frigates (CR timer)
« on: October 04, 2013, 04:52:05 PM »
If I understood you correctly, I used the accelerated ammo feeder to unload a lot of burst in a short amount of time, got out, then vented. That minimized the toll on the timer, as all actions took the same amount from the timer, rather than, as an example, making 1 second of venting count as 3, etc

36
Suggestions / Re: Make the Zero Flux boost affect Frigates (CR timer)
« on: October 04, 2013, 03:36:46 PM »
It took a fair while, the majority of the time was spent on the Enforcers, and they gave me the most trouble. Honestly, with the setup I had, (Lasher, two assault guns, single MRMs increased to two, Vulcans, Ext. Mags), I waited for the enforcers to burn drive at me before I damaged them.

To avoid getting my CR drained when the Enforcers remained, I toggled hold fire on until it boosted, activated the ammo boost thingy, and took out a chunk of its armour, repeat for a while. It was firing missiles for the vast majority of the time, I wasn't waiting for that long. I retreated once, then back to the map once to regain some CR; then went at them again. It was easier to do it when only the Enforcers remained.

Part of the problem was that most ships went at me one on one, or I could seperate them due to the speed I had.

Edit: I'm fairly sure I also never dipped below the time limit, as it was overly managable by simply moving/manipulating it into burning to get me, and holding fire until it did so. Also, I kept the Enforcers close enough that they kept their shields up, to avoid having the damage wasted.

Edit 2: The pirate fleet also didn't dedicate all the ships at once, it went over several rounds. Thanks to being close to 100% CR, and having about 10 being knocked off per engagement, it impacted the pirate fleet more than me, since I could keep at it for a while without having my CR lowered to a catastrophic level. In order to keep the CR up while fighting, I went up to 85ish% Flux, retreated, then vented. In total, I'd lose about 12 seconds on the timer while taking out 2k hull points after I got through the armour, which took about two runs.

37
Suggestions / Re: Make the Zero Flux boost affect Frigates (CR timer)
« on: October 04, 2013, 02:38:33 PM »
Are you trying to place hard coded limit into game, just because you can execute some boring, unusable strategy? This strategy in the first place doesn't give you any advantages to exploit compared to normal game strategies. Why you need to place some artificial walls when no one in their right mind will use such tricks to play and enjoy the game.

Gothars: He means that frigates should lose CR when they have zero flux speed boost.

Actually, I don't find it boring, and the problem I see is that kiting may be a tad too strong, be it the AI that does it against you or not.

Also, not when they have it, when they use it.

38
Suggestions / Make the Zero Flux boost affect Frigates (CR timer)
« on: October 04, 2013, 02:20:21 PM »
With a character at level 15, skilled entirely in combat, and picking up the skill that allows me to increase the flux boost to 75+, as well as getting it up to 25% of the flux capacity, I managed to eventually kite a pirate supply fleet to the point where it fled, with only mothballed ships. While I had to retreat once to regain some CR, it wasn't a problem as the fleet let me disengage, after harrying me.

Anyway, to the suggestion, make it so that if a Frigate makes use of the flux bonus, maybe after x amount of seconds to let them get into position and whatnot, it will to at least a small degree, affect the peak readiness timer.

Edit: For clarification, I did this with a single Lasher.

39
Suggestions / Make weapons affect CR
« on: September 22, 2013, 02:57:22 PM »
Note: I looked through a couple of pages, and did a basic search, didn't find anything, apologies if this has been posted before.

I had an idea while playing that perhaps it'd be interesting if more advanced weapons cost more CR to deploy. It'd make sense to me that something like the Arbalest Autocannon would be much simpler to maintain and repair, im comparison to an Antimatter Blaster.

I'd argue that it'd put some more thought on fitting ships, and make one a bit wearier of sending out that Super-Ship-of-Super-Techy-Firepower-of-Doom once you roflstomp things with.

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