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Messages - cjuicy

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46
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« on: December 06, 2018, 04:16:22 PM »
As much as I love IBB, the amount of work required to re-integrate seems quite daunting. While the choice is ultimately yours, I would suggest dropping the non-IBB patch when ready. IBB can wait.

47
Modding / Re: [WIP] [0.9a] The Collector Cartel
« on: December 03, 2018, 11:39:49 PM »
The glow on that Condor variant is amazing. Really looking forward to the mod.

48
General Discussion / Re: Shrike and Scarab are just really really bad
« on: December 01, 2018, 11:38:56 PM »
Safety Overrides makes both of these ships fun and interactive, the complete opposite of a lot of High Tech designs.
For the Shrike, it has a lot of utility with the medium mount. No other non-carrier, phase, or civilian destroyer has a medium missile. This can be taken advantage of for pursuit builds (Salamanders or sometimes Sabots), strike (Typhoon), or even flux-free pressure. This also ignores the ship being yet another place to stick Harpoons on if you're like me and like Harpoon spam. Plasma burn allows for it to make aggressive moves or retreat to vent.

Scarab is extremely viable as a pursuit ship for larger fleets and as a wingman in smaller, more streamlined builds. Its system also adds a lot of high-ceiling potential, in a way that is actually usable by normal people (Looking at you Hyperion).


(Post was edited to mention that the harbinger does have a medium missile.)

49
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« on: November 30, 2018, 09:30:32 PM »
Compatible updates are done. Now I am doing test runs, for debugging and rebalancing.
Wonderful to hear man!

50
Mods / Re: [0.8.1a] Scy V1.41RC1 (2018/10/12)
« on: November 23, 2018, 04:03:23 PM »
SCY has been Tart's playbox for really crazy stuff since it started, so it is going to take time. He did push out ORA and DA updates already, so its fine. Just take your time man.

51
Suggestions / Re: Uses for Mercenaries
« on: November 22, 2018, 12:31:14 PM »
Perhaps the player could fund a mercenary company who would work under a timed contract for the player faction? When not under contract, they could be hired to work for any faction. It would also give an alternative to having to show up and personally fight off expeditionary fleets, and dodge the reputation loss associated with doing so.
Perhaps it also discourages said expeditions from happening as often too.

52
As the title says, debris fields always look like just old brown scrap, even if they are from a battle that just happened. While it isn't a major issue, just adding flecks of faction paint would be cool.

Another idea I had was to add the ability to refit ships with skins if you have the blueprints for them. For instance, if I had a normal Brawler and Brawler (TT) blueprints, I would be able to swap it to the (TT) skin while docked with a colony.

One more thing, it would be really nice to be able to edit colony planet and docking descriptions to better fit what the player intends the market to feel like.

53
Suggestions / Re: Uses for Mercenaries
« on: November 22, 2018, 12:15:52 PM »
Perhaps the ability to hire survey fleets too? Have a scaling cost based on how much fuel and heavy machinery you give them, and where you want them to survey. They'd loot smaller caches too in exchange for a partial refund of services, but larger hauls might be left for you.

54
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
« on: November 19, 2018, 11:53:02 PM »
I was planning on making a Baseplate faction as soon as SRA updated. It'll probably be a disaster, but at least it'll be an amusing disaster.

Thank you for the update.
Hehe... mine dies every other engagement but I keep bringing it back for the meme. Might post a screenshot tomorrow when I have time.

55
Mods / Re: [0.8.1a] Save Transfer 1.11.8
« on: November 19, 2018, 11:52:12 PM »
The problem is it's very complicated to implement ST with the huge increase of player scope, I'm busy, and I want to enjoy the game.
Then enjoy the darn game man! You've more than earned it, so take your time.

56
Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: November 12, 2018, 11:49:36 AM »
Can we have an additional mode. Maybe make it a callback to the old Exelerelin where you had a fleet start your first planet.. I miss that mode
Hehe. I remember getting jumped by another faction once and ending up with starting 2 planets with the loot. Good times.

57
Mods / Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« on: November 12, 2018, 11:37:26 AM »
Its been 84 years....



Just kidding. Glad to see an update before 0.9. Installing right now.

58
Suggestions / Re: Tier 3 Hullmods
« on: August 23, 2018, 07:39:55 PM »
IPDAI is quite helpful with mods, though that is beside the point. Perhaps granting a flat bonus to weapon rotation speed or target leading would help round it out, or reduce the cost somewhat.

59
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.7
« on: August 23, 2018, 07:26:25 PM »
Hello, I’ve found a minor bug report; I found a MSS Sipahi Tail for sale in the Sindria black market.
And thats a bug how? Black Markets sell a lot of random stuff given the chance.

60
Modding / Re: [WIP] [0.8.1a] The Crimson Alliance (unreleased)
« on: August 07, 2018, 11:44:22 AM »
That checkerboard pattern is quite striking. I love it.  :)
waaaagh?
Look at the Providence under the spoiler.

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