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Messages - Soda Savvy

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Suggestions / Re: Fog of War on outer stars
« on: May 21, 2021, 04:42:55 PM »
Behold, it has already been done! To a degree at least.

Not sure if it would still work with the current version though.

I recall it being a bit annoying after a while, basically turning the hyperspace map into a new and improved version of bobbing for sensor contacts.

Fighters and Bombers in the game are literally made by autoforges on the carriers and sent off to get blown up in short order. They don't have a lifespan beyond ordnance delivery half the time, and I'm pretty sure none of them ever actually survive an entire fight outside of really small skirmishes.

This doesn't make sense in a setting that has factions fielding fleets of thousands out of populations of in many cases less than a few million. Signing up to be a pilot, or being drafted to be one, is basically a literal death sentence and just throwing lives away from a constantly shrinking pool.

All fightercraft should be drones remote piloted from the carrier. Maybe the further away from the carrier they get, the worse their performance can get due to light lag and enemy ecm/eccm. Actual drone fighters could avoid any such negatives by virtue of having an onboard ai core.

Or just straight up the ability to tell the idiot that you need its help on another planet, or with your fleet fighting space gribblies.

General Discussion / Re: A Professional Critique Of Story Points
« on: May 03, 2021, 06:31:01 PM »
Maybe the problem in certain cases is that the options to circumvent the regular rules are tied to the points, instead of tied to dedicated alternatives?

Instead of using a story point to escape an ambush, have an option to do something like a 'Tactical drive field collapse' or something similar that can't be done again until you both get to a shipyard and purchase a supply limited(as in, planet Y only makes X per cycle) item. It's there for when you really need it, it makes more sense, and it can't be spammed.

For speech checks, why not tie that to faction reputation or fleet size? It's easier to threaten a pirate when you have an Onslaught. It's easier to talk your way out of an inspection if you're well known and liked. But don't do it too often or they might call your bluff.

Hull Mods is a whole other can of worms, especially considering so many are considered 'Essential' for many people. Maybe the problem in that case is that too many of them are straight benefits over sidegrades.

Suggestions / Re: Tempest Nerf Options
« on: May 01, 2021, 01:29:58 PM »
I agree with Grievous69. Tempest is fun as is, and is honestly only 'overpowered' because there's nothing else other than high tech frigates to compete with it.

Everything else needs to be brought up to par.

Skills can make it a bit silly, but skills make everything a bit silly at the moment.

Nex has a few features that are good, but a few that don't quite work for coherency. Scripted story related invasions? Those would work. Regular Nex? Gets pretty silly rather fast.

General Discussion / Re: Would you be interested in a Mod Manager?
« on: April 27, 2021, 11:44:37 AM »
The vanilla launcher already has #1 and #2, #4 is already here on the forums, and at least for myself #5 wouldn't be much of a use with how often I either go through a run or just start a new one. #3 maybe. I feel like it would still run into issues with the very scattered frequent hotfix nature of a lot of the mods though. And everyone would still end up on the forums for feedback, updates and bug reports anyway.

In this specific case it's really just adding an extra step to get in the way of what's already there. The program equivalent to having a valet. It's faster and easier for me to just walk to my car and get in myself.

Suggestions / Re: ECM redesign.
« on: April 16, 2021, 01:17:09 PM »
I just feel like having it affect recoil state would fit better than the current range method. The range method is causing various ai issues, while having it affect spread would still let one engage at range, just to a lesser degree. One could handwave it away as 'Increasing the fire saturation pattern' or something.

An added bonus would be that it would mean more for frigates, as they have an easier time evading incoming volleys, while larger ships benefit less. Sure, a few rounds might miss that capital ship, but it's already so large and close that it's going to soak most of the incoming fire anyway.

That Wolf or Scarab meanwhile can slip between shots.

Suggestions / ECM redesign.
« on: April 16, 2021, 10:43:59 AM »
So from what I've gathered, a current issue with ECM is that it's easy for one fleet to just overwhelm the other and in turn mess up the ai, making them not want to press the attack.

What if instead of reducing the weapon ranges, ECM increased the default 'Recoil' state of all applicable weapons.

That way at max range said weapons could still miss, but the closer ships get the less effect it has.

Beam weapons, I don't know about. If you're in ballistic range, lasers aren't going to miss. Maybe a 10% damage reduction to simulate trouble seeking weakpoints.

General Discussion / Re: 1337 Starsector Ship Rankings
« on: April 13, 2021, 05:04:11 PM »
The Doom is boring to play specifically because of all of those things. With the Afflictor you at least have to do some planning for a fun fight.

General Discussion / Re: 1337 Starsector Ship Rankings
« on: April 13, 2021, 04:26:25 PM »
Apogee is clearly a 3/5/3/5/4. Doom's overrated, it's just an Afflictor with a 'Press F to blow things up' button.

And how are some of the frigates so high on Sustained when frigates run out of PPT so fast?

No Prometheus MK2?

Suggestions / Re: SO nerf/rebalance
« on: April 03, 2021, 12:23:31 PM »
What if SO was a ship system, or even a limited use toggle separate from the regular ship systems? War Emergency Power but for starships.

General Discussion / Re: Complaints about CR and game design
« on: April 01, 2021, 07:27:41 PM »
Jumping in to say that I personally like the logistics side of the game a lot. Having a supply chain and upkeep costs and plotting out expeditions is fun for me, as is budgeting what I can get away with in terms of the combat to wear and tear ratio. Traveling through the outer reaches of the sector is also fun, though I feel deep space could use more out there at times.

I also like that CR exists in the battles themselves, because thematically it makes sense for ships going full blast at each other to wear out over time, and mechanically acts as a counter to certain annoyances(Like the infinitely kiting tiny ship).

I do however think it could be toned back for the actual deployment costs a bit, as well as what causes it to drop.

Ships in real life that jump to red alert, or do combat drills, etc, don't suddenly take a capability hit once the action is over unless something has gone genuinely wrong.  Maybe if CR degradation outside of a small amount was instead focused on the ships that were actually in the thick of the action?

Steam has its fair share of issues in regards to finding games, but at the same time, I feel it's just like finding a good book on Amazons store(or any other store). You have to seek the thing out yourself if the author hasn't done any or enough advertising(or if you just haven't seen it yourself). My steam game ignore list is several thousand long(And the thing is, it's not just garbage I ignore, but also otherwise good games that I personally do not care for), but the wishlist is already several paychecks long.

I couldn't play all the games on the wishlist in a year even if I just bought them all, and they're quality games.

The problem is sheer volume, and because of that I personally could not, would not fault Alex for taking any theoretical deal that would set him and his team up for financial stability when they would otherwise be(and sort of are) playing the role of an apple in an olympic  scale bobbing for apples match. It would be incredibly entitled to think otherwise.

It would not however, in the case of Epic specifically, make me want to actually continue playing the game if their launcher with its array of security issues and general kludgery became the only way to access the game. I say this as a Phoenix Point backer, and we all know how that went.

If the patterns are man made, (ships cast hyperspace clearing 'wakes' perhaps, apply over decades) then it looks pretty interesting.

If it's supposed to be rotating, then what the heck is it orbiting.

If it's natural, I'm guessing stars cast a gravity shadow into hyperspace and clear it out?

In the event that the clouds could be made to move, would the engine be able to support them flowing across the map and around systems like a river?

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