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Topics - Lord Sputnik

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16
Suggestions / Hull Mod Suggestions
« on: October 23, 2014, 10:17:26 PM »
Just a few ideas I was thinking of while playing 0.65

  • "Tow Point"  -  Lets one additional tug tow a ship  3/6/10/20
  • "Battle Pods"  -  Reduce CR consumption for deployment by 25%  3/6/10/20
  • "Over-sized Flux Conduits"  -  Increases passive flux dissipation by 10%, reduces maneuverability by 25%, not available on Capital ships  4/8/14/N.A.
  • "Emergency Recovery"  -  Recovers a disabled ship after combat, reduces cargo by 10%, reduces flux dissipation by 5% 4/8/14/24
  • "Extended Turrets"  -  Increases firing arc of all turrets by 90 degrees, increases damage weapons take by 4x  3/6/10/20
  • "Fuel Siphon"  -  Reduces fuel consumption of non-frigates by 25%    N.A./6/10/20
  • "AI System Upgrade"  -  Raises Speed, maneuverability, acceleration, flux capacity, dissipation, RoF, and Turret speed by 5%, but has a 5% chance every battle to drop CR to 25% after deployment, reduces crew capacity by 75% and crew requirements by 75%   5/10/20/40
  • "Overcharged Weapons"  -  Non-missile weapons gain 15% damage and RoF, but consume 25% more flux.  Flux dissipation reduced by 10%   3/7/12/20
  • "Zero-Point Armor"  -  Has a 10% chance of blocking damage, not available on Capital Ships  4/8/14/N.A.
  • "Engine Boost 1"  -  Increases speed by 10  2/4/6/10
  • "Engine Boost 2"  -  Increases speed by 10 and burn by 1  3/5/8/12  Req.  Engine Boost 1
  • "Engine Boost 3"  -  Increases speed by 10  2/4/6/10  Req Engine Boost 1 and 2
  • "Engine Boost 4"  -  Increases speed by 20/10/5/0  and burn by 1   3/4/8/12   Req. Engine Boost 1, 2 and 3
  • "Ion Engines"  -  Reduces fuel consumption by 90% and supply consumption per day by 25%, reduces acceleration by 50%, speed by 25% and burn by 2    4/8/14/20
  • "Overburn Engines"  -  Only usable on Destroyers and Cruisers, boosts max burn by 3, reduces max speed by 10 and doubles fuel consumption  NA/7/12/NA
  • "Iridium Engines"  -  Increases max burn by 2, doubles damage engines take and consumes fuel at half the rate in normal space.  4/8/14/20

17
Bug Reports & Support / 0-25% Flux incorrectly calculated
« on: October 23, 2014, 07:36:38 PM »
It seems that the perk that let's you use the no flux speed boost from 0-25% applies the 25% to the original flux, not the actual flux with capacitors or skill related bonuses.  Intentional?

18
Suggestions / Market Event Ideas
« on: October 23, 2014, 07:14:14 PM »
So making money is a breeze with this new trading system and all you have to lose is maybe 25 rep points.

Stored 20k of food on Asharu, waited for a food shortage, sold it all, made millions.  Put a cap on the amount you can sell at once to stop exploiting this.

Also draining a market of food on all markets triggers a Food shortage too often making it possible to exploit this on a fairly predictable basis.  I would frequently trigger food shortages while I was gathering up food for this exploit unintentionally.

Goods other than food, supplies, and fuel need to have events associated with them.  As it stands I can only make money in the open market on those goods unless I "acquire" them from another trader. 

Ideas for Shortages:
  • "Refinery Meltdown" (Fuel or Metal shortage)
  • "Mine shaft collapse" (Ore shortage)
  • "Factory Strike" (Domestic and Luxury Goods shortage)
  • "Military Draft" (Marine and crew shortage)

Ideas for Surpluses:
  • "Overproduction" (Any manufactured product)
  • "Bountiful Harvest" (Food surplus)
  • "New Ore Deposit" (Ore Surplus)
  • "Military Downsizing" (Crew and possibly ship surplus)

Ideas for changes in demand:
  • "Celebration" (slightly increased food, consumer, lobster and luxury goods demand with a decrease in production of manufactured goods possibly?)
  • "Plague" (Decreased food, lobster and luxury goods demand, increase in Organics or Medical supplies if you want another trade good)
  • "Drug Epidemic" (Increased food and recreational drug demand, slightly increased marine demand)
  • "Intellectual Boom" (Increased organics, lobster and luxury demand, decreased consumer, marines, and crew demand)
  • "Galaxy Cup" (Increased Food, consumer, recreational drugs, decrease in everything else since everyone is watching the race)
  • "Manufacturing Boom" (Increased Machinery and Metal, decrease in marine and recreational drugs)

Those are just my thoughts.  Any others would be welcome to add to these lists.

19
Bug Reports & Support / Combat Exploit
« on: October 02, 2014, 05:24:34 AM »
I'm sure many people will hate me for pointing out this huge exploit, but I'm also surprised I haven't seen it posted about yet.  I wasn't sure if I should post it or not because people might use it,  but it's a single player game only, using it or not is only on your conscious.

You can beat almost any fleet with just 2 ships.

Spoiler
Attack any fleet you want, choose engage, when it goes to the deployment screen click Cancel, unpause and wait.  After about 30 seconds the AI will retreat without actually deploying any ships either.  In the post screen you can then harry them and lower their CR.  Rinse and repeat a few times and suddenly you're two ships can face any fleet that can't fight back since they have 0 CR.
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