Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Tartiflette

Pages: [1] 2 3 ... 231
1
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: Today at 10:29:32 AM »
Yeah, I've been holding off on that due to... stuff... that I don't want to redo later.

2
Mods / Re: Locked and Loaded - a Magic Bounty pack 0.12rc1 (2022/01/16)
« on: January 26, 2022, 11:33:17 PM »
That's the first time I hear of that one. Which one those were? Was it after a regular battle or were there multiple engagements? Can you tell me more?

3
Modding Resources / Re: [0.95.1a] MagicLib v0.42rc6 (2022/01/18)
« on: January 25, 2022, 11:22:17 PM »
Re-enabling dismissed bounties is just not feasible. There are too many things that would have to be reverted and could break bounties that require and earlier one to be done (some chain of bounties require specific states that can include just dismissing a previous one). As for the flooding, that's on the bounty itself. There are parameters to give a higher priority to a bounty as well as triggers that prevent it from showing up before you have an appropriately sized fleet, or sufficient level.

4
Mods / Re: [0.95.1a] Lightshow 1.41 (2021/03/27)
« on: January 25, 2022, 11:16:56 PM »
Is it possible to code it in a way so that it's more mod-friendly?
I wouldn't call "changing other people's mods" as being "mod friendly"! :o
On the contrary I think that would break SO MANY things I wouldn't try it even if it was a desirable feature. But I don't think it is because:

First, unlike vanilla most mods do a good job at making their beams look different and appropriate for their damage type;

Second, it would actively detract from the main feature of the mod that is to make beams look different from each-other to better grasp what is firing at you. If every mod started to have the same beam color for a given damage, it would become extremely difficult to identify what is what at glance.

5
Mods / Re: Locked and Loaded - a Magic Bounty pack 0.12rc1 (2022/01/16)
« on: January 25, 2022, 01:19:14 PM »
Yes, these bounties would show in the console command. You can try the [MagicLib_listRequirements] command to see when they'll spawn. If you never saw the board at all though, either you somehow disabled the bounty board in the mod's settings, or one of your mod has a corrupted bounty file, or you are using a badly outdated version of MagicLib.

6
For one of the reward for beating [STUFF] in Seeker I made an "Enhanced Neutrino Detector" that weeds out the false readings over time, while increasing its range and accuracy (narrower spikes, less background noise).

Also I think it looks way cooler

[close]

I wouldn't mind if something like this was the default, or the "elite" version.

7
Modding Resources / Re: [0.95.1a] MagicLib v0.42rc6 (2022/01/18)
« on: January 24, 2022, 12:24:15 AM »
Good catch!

8
Suggestions / Re: Wolfpack Tactics: Small Problem and Proposed Change
« on: January 23, 2022, 01:13:21 PM »
IMO it would be a much better design with no ceiling at all, and possibly a floor, instead of railroading the player in certain fleet formations.

"Reduction of replacement time by 50%, minus 1 point per flight decks in the fleet"
or
"Reduction of replacement time by 25%, with a further 25% minus 1 point per flight decks in the fleet"

9
Suggestions / Re: Wolfpack Tactics: Small Problem and Proposed Change
« on: January 23, 2022, 12:17:05 PM »
The carrier skill are the WORST! If you want to specialize in carriers, don't get the carrier skills because you'll get more out of the other skills than a paltry +10% repair rate. At the very least those should get a floor at half the max value, but this is another topic.

10
Suggestions / Re: Wolfpack Tactics: Small Problem and Proposed Change
« on: January 23, 2022, 10:55:18 AM »
Well, yes, Hyperion should just be deleted from the game. Regardless, though, your suggestion doesn't solve the fundamental issue of the skill only encouraging the use of the highest-DP frigates. Your wolfpack tactics boils down to "10 officers in scarabs, + 20 more scarabs" (assuming Hyperion gets the bullet).
You could make the argument that the sole concept of having officers in ships at all means they have the largest impact when placed in the largest possible ship. That incentive was created by the ship limit, not the skill in itself. At least if all frigates are affected rather than just the ones with officers, then you are rewarded for using everything you find until hitting the 30 ships limit rather than just the best.


I think you are missing the fundamental reason for the cap. It isn't about relative power but rather min/maxing concerns pigeonholing players into too strict of a playstyle because of player psychology. I mean, its certainly arguable that officered capital fleets would still be straight up better than a wolfpack fleet, but that's sort of a different issue altogether to me. A cap doesn't make a player not want to put officers in frigates past the cap because they still benefit from the other skills the officers have. However, uncapped bonuses would probably make players sort of feel like they are wasting the potential of skill whether or not that is actually true from a pure mathematical standpoint.

That said, I do think that +60% damage is too much even for frigates.
There is a cap: the number of officer is capped, I'd balance the skill assuming some players will want to make the most of it instead of adding an artificial limit. I'm not sure +60% damage when having all your officers in frigates is that ludicrous, but that's just balancing: If you think +2% per officer is more suitable, let's go with that.

 Having a cap means on the contrary that you limit your fleet comp to that number of officers in frigates and the rest in other ships. I don't see that as a desirable incentive either. Besides, the skill would feel just as wasted if you had a frigate fleet with 7 or 8 officers and the bonus was capped at 5.

Plus once the player outgrow their wolf pack, they can respec for a very cheap SP price.

11
Suggestions / Re: Wolfpack Tactics: Small Problem and Proposed Change
« on: January 23, 2022, 08:13:53 AM »
Finding many of them might be tricky. Also, wouldn't that mean the problem is with the one outlier frigate?

12
Suggestions / Re: Wolfpack Tactics: Small Problem and Proposed Change
« on: January 23, 2022, 01:42:56 AM »
I don't think there would that huge an issue of "exploits" by having an uncapped boost. After all even a frigate dealing +60% damage is still a frigate. It would hardly swing a battle like an officer on a capital would, and you'd need to have all 10 officers assigned to frigates to get there. Even if the fleet has 28 frigates (plus an Atlas and a Prometheus for logistic) that's less than 280 DP worth of ships that will start to break down after 4 minutes, a far cry from big Capital fleets. Early game though, getting a little boost could help a lot.

But if that's a concern, maybe the bonus could be double on the frigate itself, and halved on the others:
Frigates with an officer get +6% damage output. Every other frigate gets +3% damage per officer in a frigate.
You currently have 4 officers assigned to a frigate. +18% damage for frigates with an officer, +12% damage for frigates without one.

Another solution would be to give smaller bonuses to different stats, like +2% damage output, +2% shield efficiency, -2% damage to armor and hull.

13
Modding Resources / Re: [0.95.1a] MagicLib v0.42rc6 (2022/01/18)
« on: January 23, 2022, 01:21:49 AM »
Update Seeker, make sure to delete the mod folder before extracting the new one from the archive.

14
General Discussion / Re: Multiplayer when?
« on: January 22, 2022, 02:45:06 PM »
DSP is made in Unity, a game engine that very much supports multiplayer.

I've been modding this game for 7 years now, I believe it can't be done with the custom engine this game uses for very simple reasons (like non deterministic randomization, or aforementioned multiple gameplay layers and altered time flow mechanics). But hey, what do I know... However people smarter than me said so, and Alex himself said so too.

The closest to multiplayer you'll ever get is the coop mod, where under the hood you have a second player sharing your keyboard that can use shortcuts to order the AI of a second a ship to "turn left" "accelerate forward" or "fire your weapons". That's as close to multiplayer you'll get.

15
I'm of the opinion that the "recover all" option should be replaced by "recover losses" that automatically gets your ships back. How many times do you really want to salvage all ships vs how often do your want yours back?

Pages: [1] 2 3 ... 231