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Messages - Death_Silence_66

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31
Bug Reports & Support / [.9a RC10] Exceeding Officer Cap
« on: December 21, 2018, 04:55:49 AM »
By using the "assign idle officers" command from the fleet screen it is possible to assign officers to ships despite not having a high enough officer cap. This can happen when you pick op officers from exploration and derelicts.

32
Suggestions / More Supply Consumption Information
« on: December 21, 2018, 04:52:15 AM »
Currently, checking exactly where your supplies are going is a bit annoying. By comparison, you can just press F1 on the fuel display and instantly figure out how much fuel each ship is eating up. If the supply display could be modified to function the same way it would be excellent. Additionally, the display lists supply consumption per day, but the ship panel displays it per month. If they could be changed to match it would be more useful.

The display could read something like this

"Maintenance (supplies/mo/day) - 12/4"

33
Suggestions / Re: Re-working command points and fleet command
« on: December 19, 2018, 04:06:39 PM »
There's also the problem of implementation. Ships can't even successfully follow orders now, adding more reasons why they might not follow orders will worsen the problem.
I agree, ship AI needs some improvements before the CP system gets reworked.

34
General Discussion / You can pick a flag for your faction
« on: December 18, 2018, 05:26:39 PM »
I only just discovered this, so some of you may not have either. In the menu where you setup your faction's name you can click on the flag and pick from a short list of presets.

35
Suggestions / Re: Enemy having 120DP worth of carriers fielded
« on: December 01, 2018, 09:59:26 PM »
A few Omens built for shield durability or Drovers loaded up with Wasps can protect against much more DP worth of fighters.

36
Any ETA on a .9a update?

37
Warthogs!

38
Suggestions / Qol Storage Changes
« on: November 30, 2018, 07:38:43 PM »
When returning from a raid or salvage mission it can take a an annoying amount of time to unload all of my loot. Options to quickly store or sell all of a cargo type would be much appreciated.

39
Suggestions / Re: [0.9a Rc10] Poor AI behavior
« on: November 29, 2018, 05:59:38 PM »
First issue appears to be the one described here
Noted, removed.

40
Suggestions / [0.9a Rc10] Poor AI behavior
« on: November 29, 2018, 05:45:19 PM »
I have encountered some AI problems that I would like addressed.

#1
Ships will sometimes close in and use their PD weapons against enemies, throwing away their range advantage. This affects frigates in isolated duels the most, and can be replicated by deploying a Hound armed with a Hypervelocity Driver and a Duel Light Machinegun into combat with the simulator Brawler. The Hound will quickly close with the Brawler and attempt to use all of its weapons turning a nearly guaranteed victory into a scrappy brawl. This behavior should be reserved for aggressive officers and the eliminate order.

#2
When fighting stations with very long range, ships will raise shields when under no threat. This causes the fleet to advance slowly and get mulched by the station's guns. This could be resolved by having ships check if a friendly is between them and the station, protecting them. An additional check could be the ships checking the maximum velocity of the enemies weapons and keeping the shields down until the shield raise time is slower then the time for a projectile fired to hit the ship. This should stop ships from crowding behind each other and preventing frontline ships from falling back due to lacking the zero-flux boost.

41
Suggestions / Minor hotkey Qol
« on: November 29, 2018, 03:08:54 PM »
When modifying weapon groups, pressing 'A' should automatically assign them.

42
Suggestions / Re: mining lasers are useless
« on: November 25, 2018, 04:23:36 AM »
Reducing them to one OP might be too much of a buff. They are in an odd place of being better than nothing but worse than anything else. If they gave their targets a tiny push while shooting them they would be somewhat better.

43
Bug Reports & Support / [0.9a Rc10] Perdition bomber considered high tech
« on: November 24, 2018, 07:46:19 PM »
A minor annoyance, but the perdition-class bomber is counted as high tech when it's clearly not.

44
Suggestions / Re: Limit fighters on ships to ship basis
« on: November 24, 2018, 08:56:40 AM »
You're basically doing the same then - comparing two numbers. It's just less flexible since it affects only hull mod and not specific ships - in other word ALL carriers would have 30 OP hangars except converted ones (so still no difference in what can be carried between a small support carrier and a huge carrier). To do that you'd still need a variable tied to a specific ships.
Why would the OP limit be global? The 30 OP example was for the largest bay on the largest carrier, not a value for all carriers. A fighter size system is unnecessary. A hanger size system limited by OP would achieve the same goal.

Alternatively, you could just make your superbombers built in and sidestep this whole problem. If you have different types of superbombers then you could have different ships and have a mechanic to switch between the ship versions at a station. Ironclads had a similar mechanic around 3 years ago.

45
Suggestions / Re: Limit fighters on ships to ship basis
« on: November 23, 2018, 02:44:00 PM »
A possible solution to this without creating a size system would be restricting hangers by how much OP they can handle. For example, a converted hanger on a destroyer might only be able to field wings costing up to 5 OP, while a normal fighter bay on an astral might handle 30 OP.

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