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Messages - Kaitol

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61
General Discussion / Re: Campaign leveling.
« on: March 26, 2012, 10:38:03 AM »
Personally I don't like the thought of a standard xp system at all. It just seems too, overused. Instead, when you start the game you pick a "specialty" for your Captain from a large list. Are they a small ship tactical expert who can give more types of orders to more precisely control small craft, and generally boost the abilities of small craft hes personally captaining? Are they a charismatic Captain who can squeeze in an extra officer or two and/or boost the abilities of his officers?

And then as TIME goes on, periodically "training" slots open up for your Captain, where they can train up some other secondary skillsets, or improve his existing ones. Maybe they takes a crash course in subspace engine systems, to provide a small boost to combat and system speed, not as much as an engineering officer dedicated to that, they ARE the Captain, they can't spend all their time inside engineering after all. Or maybe they take some time to improve his existing charisma and leadership skills, and can fit even more officers and/or give them a bigger boost, etc.

Your Captain wouldn't level up directly from combat. Combat adds to their experience, of course. But every second of someones life adds to their experience. Dealing with their crew, their officers, managing their fleets and objectives, combat, dealing with ship problems, everything adds and builds an individual. Just getting XP's from combat seems so... boring? It may be all well and good for common crew members, and maybe even officers, but for the players own persona, I think they should get something a little more special.

So to sum up my suggestion. Over time (actual game time) your Captains betters themselves, trains themselves, pursues new skillsets, etc. Now, getting a "level", say, every couple of months like clockwork would be weird and all, so I'd suggest once you hit the minimum amount of time to get a new training slot/point/whatever you have a percentage chance to get a new "slot" every day till you get one, a chance that slowly rises with time until you're guaranteed to get a slot, then it resets back to 0 and starts counting again. Now the problem could arise that someone just sits around and does nothing/ leaves their computer on and goes off to get free "levels", and we can't have that. So I'd suggest having a system in place where the level timer stops moving forward at certain points ( ever 5 or 10%, or 25% ,or something) until the player does SOMETHING. A battle, a random event, a mission, something that requires player input and reasonably adds to a captains "experience", unlocks the timer and allows it to continue.

This way, your Captain develops and grows over time, naturally, into a unique, individual Captain. This system could easily be made more intricate and complicated, or streamlined and simple, and shouldn't be TOO difficult to implement, I think. Well, this is my two cents, peace.

62
Suggestions / Re: Graphical update
« on: March 25, 2012, 08:44:04 PM »
All the guy said was when you zoom in, the sprites lose a little quality. Then asked if it were possible to fix. Yet some of you are acting like he insulted your mothers, when you didn't even properly understand what he was saying. I've noticed this slight dip as well, because I zoom in really close a lot to increase my fps in really big battles. Now I know this probably isn't an issue that can be fixed, hence why I never suggested, buts it's no reason to get up in arms.

63
General Discussion / Re: Odd pirate behavior
« on: March 10, 2012, 10:08:31 PM »
I was less complaining about the frustrating brawler, as flipping out about weird pirate AI. But brawler is kinda bad starting, yeah.

64
General Discussion / Odd pirate behavior
« on: March 10, 2012, 12:29:26 PM »
So I started up a new game in the new version game puts me in a brawler, which I hate starting in. Figured I'd try toughing it out though, so I pick a fight with a lone pirate hound. And proceed to have a sequence of staring matches as he refuses to come anywhere near me if I'm facing him 95% of the time, and I can't even catch him with one of his engines disabled. He would then retreat after a few minutes, then immediately try to engage again. Rinse and repeat 6 times.

If an enemy flees on the tactical map, they should flee on the strategic map as well. Otherwise retreating makes absolutely no sense. I could understand him figuring me for too tough a target to crack and pulling out, but then constantly trying to re-engage just pisses me off if hes never going to even try to fight. It took forever for me to whittle him down with max range nicks.

So, having gotten fed up with trying to pin down single hounds for practically no reward, I found a slightly larger group, a couple hounds and talon wings. No problem right? Then I remembered why I hated the brawler so much. So, I'm dead right? They're all faster then me even when my engine boost is on, and the can flank me all they want while I try to take potshots at them. I'm screwed. Except they all retreated after a few minutes after taking almost no damage, and taking me down to about half hull. The hell? Why did they run away when they were CLEARLY WINNING? Did they discover religion mid-battle? Did they decide to repent and save their immortal souls? It sure as hell wasn't ammo, it hadn't been nearly long enough.

65
General Discussion / Re: Cowardly ai admirals
« on: February 22, 2012, 08:40:18 AM »
I always assumed that when your enemy scatters to retreat the surrendered ones are the ones you caught up to before they could regroup.

66
General Discussion / Re: Piloting Captial Ships
« on: February 20, 2012, 08:02:42 PM »
Assign a few frigates or destroyers to escort you. Otherwise you'll get mobbed.

67
General Discussion / Re: 0.5 feedback
« on: February 15, 2012, 11:01:18 AM »
As to the issue of slot types, maybe just have it so putting a weapon in a different type of slot increases its ordnance cost and refit time? By like 50%-100%. So putting a cost 10 energy weapon in a kinetic or missile slot would increase its cost to 15-20 and take several days to refit.

68
General Discussion / Re: 0.5 feedback
« on: February 14, 2012, 03:47:19 PM »
Played around for a few hours in campaign. Noticed pirates are goddamn pansies. I had a damaged lasher, I was fighting another lasher, and I swear to god he just ran around in circles for an hour. Is the pirate Frigate AI paranoid about approaching an equal/weaker opponent from the front or something? Because the only time he would get within firing range was when I was facing away with shields down. So we ended up playing ring around the rosie for an hour doing tiny chips of damage.

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