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Messages - ANGRYABOUTELVES

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586
Suggestions / Re: Hull mod suggestion for Hardened Shields and Blast Doors
« on: November 29, 2015, 11:54:08 PM »
Front Shield Generator - Seems a bit of a liability since those ships that don't have shields tend to be heavily armoured instead.  With this equipped on a hound, you are going to have a bad day as that hound will avoid taking damage to it's hull, only to end up overloaded and vulnerable in battle.  Perhaps if the AI for hounds would only put up the shield for serious threats to damage, it may be useful.  Alternatively making it much more efficient might help make these useful.

Front Shield Generator isn't that useful for ships that have no shields to begin with. It's useful for ships that have small-ish flux-expensive omni-shields, especially when combined with the Stabilized and Extended Shield mods. It makes them much less vulnerable to being flanked, more flux-efficient, and more able to flick the shields off and on again to clear small amounts of hard flux in the midst of combat.

587
Suggestions / Re: Ship variants for factions
« on: November 29, 2015, 11:21:13 PM »
An Eagle with the energies replaced with ballistics and no shield.... that would make a crazy sniping platform!

I was thinking about the 2 Cerberus Luddic Path raider fleets that gave my Wolf so much trouble early on; they'd just Burn Drive straight at me and I couldn't quite get out of the way fast enough, I couldn't soft-disable their weapons through firing on their shields because they don't have any shields, and I couldn't break through their armor before I took crippling damage because I only had a few points in Target Analysis. What if all the Luddic ships acted like that? No other AI-piloted ship seems to just not ever enable their shields and rely totally on their armour like that, not even the Hegemony military ships which seem designed to do that. The Dominator even has a line in its description saying that the shield system is "difficult to manage and thus, rarely engaged", but they always throw their shields up so anyone with longer-ranged weapons and higher mobility can half-cripple their weapons through hard-flux damage. I think that Luddic Church military ships, as a general rule, dedicating their flux reserves solely to offensive ballistic weapons and relying on the "armour of faith" supplemented by significant amounts of flak-based point defense to see them through would fit nicely with their religious anti-technology themes.

588
Suggestions / Re: Ship variants for factions
« on: November 29, 2015, 10:29:50 PM »
Tri-tach: high tech ships with advanced AI cores that either reduce the skeleton crew requirement, increase accuracy of ballistics and energy weapons or provide some other thematic bonus.
Please PLEASE no! This would make the variant almost useless. Reduce skeleton crew? Worthless now that they don't need supplies nor take up logistics. Increased accuracy of ballistics and energy weapons? Ummm, one: what ballistic weapons and two, half of the energy weapons are beams!
My suggestion would be: Increase OP and flux stats like the XIV variants but instead of boosting armor, I'd give them better shields instead
If you include PD weapons, it's more like 80%, and the projectile-based energy weapons are nigh-pinpoint accurate. I don't think I've ever seen an energy weapon other than the Onslaught's TPC go off by more than a degree, at most. Increased accuracy would be useless.

Luddic Church could have variants of mid-tech ballistic ships with no shields but additional armor. Lashers, Thunderheads, Condors, various combat-capable civilian ships and the like. Maybe even some Indie military ships like the Eagle or the Falcon with any energy weapon mounts replaced with ballistic mounts, if that's not too crazy.

589
Yeah, The sindrian Diktat is now hostile towards me for having good relations with the Tri-Tach, AND THEY AREN'T EVEN ENEMIES WTF!?

Yep, that's the annoying part. Factions that are neutral to each other investigating player's ties with the other faction and drop their relationship with the player to hostile.

I came here to complain about this, only to find someone else already has. It really doesn't make any sense that e.g. the Luddic Church doesn't like you snugging up to the Hegemony, when they're neutral to the Hegemony. The result of an investigation being hostility would make sense if they're investigating your ties to a faction the investigator is hostile towards, not so much when they're investigating your ties to a faction they don't care about. Maybe your faction relation could drop to neutral or favoured, because they don't totally trust someone who's in tight with another faction, but outright hostility doesn't make sense in that situation.

I also like the idea of higher-level faction relations being locked behind missions that require you to prove your loyalty by attacking other factions, bugging their comms, that sort of thing.

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