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Messages - Morbo513

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76
General Discussion / Re: are colonies too profitable?
« on: January 25, 2020, 10:49:25 AM »
Throughout my current playthrough I've not even had to bother engaging with pirate/pather bases. It's way too easy to make your colonies impenetrable fortresses as far as NPC factions are concerned, and keep all that effortless profit flowing in.

77
Suggestions / Re: Megastructures and additional terrain
« on: January 25, 2020, 05:53:39 AM »
Yeah, the idea is less "Standard fleet battles with static obstacles" (Though that'd be fun assuming AI could navigate), more "single/few-ship dungeon-crawl" - and if nothing else, different environments in which to have battles, along the lines of the original Homeworld 2 concept, which would've had the player fighting over/within such megaliths.

78
Suggestions / Re: Balancing fighter swarms with out nerfing fighters
« on: January 24, 2020, 02:48:48 PM »
I don't think it's as simple as a matter of buffing PD weapons against fighters, but that would be a start.
A suggestion I previously made was to make it so fighters (except gunships perhaps) only travel in the direction they're facing - this would make PD more effective as fighters become more static targets in relative terms. If fighters want to engage a ship, they must commit to making a run which makes them very exposed to return-fire. Obviously this would necessitate changes to the AI, and the fighters would have to be able to determine when it'd be advantageous to break off an attack run, but it'd reduce the threat to a more appropriate level for non-bombers.

However the root of the problem is the degree to which fighters are a force-multiplying asset - and that carrier/fighter-centric combat is the least fun permutation of it in the game so far, especially with a lack of discrete controls over your own fighter wings. It's very easy to reach a critical mass of fighters where either you or the enemy are overwhelmed. You either build your ships to counter fighters in which case they're more likely to fail against the full-size ships in the battle because they're then out-gunned; or you ignore them and go for firepower, in which case they're more likely to fail against the full-size enemy ships because the fighters cause too much disruption. The only viable solution then is having carriers and fighters of your own to the point those of the enemy are cancelled out or outweighed.
In other words, currently the only true countermeasure to fighters, is fighters; this railroads the player into certain fleet builds at peril of taking disproportionate losses.

I wonder how having fighter losses directly impinge on the carrier's CR would affect this balance, as well as then tying the replacement rate to CR.

Another idea I had is that only bombers could build hard flux on their target. Even PD-focused ship builds can be easily outgunned and overloaded by enough fighters with kinetic weapons.

To reiterate my other suggestions:
Non-bomber weapons do severely diminished damage against non-fighters.
Any weapon (or at least PD) targeting an enemy fighter can fire over friendly ships.
Give non-PD, non-area weapons a chance to miss (ie. vertically) against fighters; but if they hit, anything beyond the weakest of weapons will easily destroy the fighter.

And if nothing else; Remove whichever bomber has Atropos torpedoes (I'm assuming they're not from a mod) - that *** epitomises the current ridiculousness of fighters. Torpedoes are severely limited for a good reason - having a constant output of them throughout the battle with no significant corresponding drawback completely breaks the balance.
Eliminate all EMP weaponry from fighters (Alternatively, severely diminish EMP damage done by fighters against full-size ships - so they can still disable enemy fighters) - again, mounted on full-size ships these weapons are fine - the one mounting it has to either out-maneuver their target or win the flux-battle to start delivering it; Fighters easily outmaneuver and surround almost every ship in the game and as such bypass these prerequisites. This applies to all the damage they deliver, and is only made worse by their omnipresence and the fact they can fire from behind/above friendly (and enemy) ships.

79
Suggestions / Re: Tuning levers
« on: January 23, 2020, 08:20:56 PM »
I agree with the notion of the OP, but think capping fleet size by number of ships alone is pants-on-head, and should rather be worked out by supplies/mo or DP.
That out the way, I like to draw comparisons between SS and Mount & Blade - in which your army's size is limited by your renown (general reputation) as well as leadership skills, and another factor I think. Right now your fleet size in Starsector is only limited by how fast you can acquire new ships, an arbitrary number of 30, and your ability to maintain enough supplies to keep them all running.
I'd love to see a system that has the player progress in the total combined value of ships they can command.

80
General Discussion / Re: are colonies too profitable?
« on: January 22, 2020, 11:43:24 PM »
Simple answer: Yes. Even colonies on not-particularly-good planets can become insanely profitable, to the point they outweigh everything the player has to spend money on. Every uncolonized planet is free real estate.

81
Suggestions / Re: Let docked ships in storage help defend automatically
« on: January 21, 2020, 03:56:52 PM »
This would make it trivial to defend against any fleet attack. Earnings and excess ships are plentiful later in the game (and therefore devalued). Projected fleet power is not. You're suggesting to take a resource that is essentially valueless later on and funnel it into another system. While it sounds like a cool idea on paper, it wouldn't work.
So you're saying it'd make sense if ship purchase/upkeep were still a non-trivial consideration by the point you've progressed past your first colony?

82
General Discussion / Re: [GUIDE] When To Fully Stop Tech-Mining?
« on: January 21, 2020, 06:33:55 AM »
Would be nice if this didn't count as an "industry" because its benefit is often extremely short term. (even the supplies and fuel it generates in the long term are so few to matter). I'd prefer if it was more of a "project" or "expedition" that takes a year and then is done, giving you everything in one lump sum without taking up an industry slot.
Agreed

83
Suggestions / Squadrons
« on: January 21, 2020, 06:25:10 AM »
The single biggest killer of my ships in battles is loss of fleet cohesion. Individual ships can easily become isolated and overwhelmed, while escort orders can result in the escort ships either putting themselves in too much danger, or not contributing to their escort target's survivability at all.

What could help resolve this is Squadrons - these would be set up in the campaign layer. Once in battle, ships that are part of a squadron will stick together, attempting to maintain a given distance between one another. They'd attack the same target wherever possible, while any orders given (except retreat) would be given to the whole squadron by default. They would decide to withdraw simultaneously when appropriate, instead of the escorts often putting themselves between the enemy and target ships, which is usually much more dangerous than necessary. Full assault would not be mutually exclusive with the squadron acting as such, in the same way escort orders are thrown out the window.

84
Suggestions / Re: Assault order
« on: January 21, 2020, 06:18:41 AM »

I think what Morbo is asking for is an order that just makes a ship more aggressive, like Eliminate, but without having to specify a particular target for the ship...

... At which point I have to say: "Have you tried using a more aggressive officer?"
Precisely this - come to think of it an order for the opposite would be desireable too, both fleetwide and per-ship. There multiple scenarios in which a change of disposition would be prudent; Eliminate, Engage, Harrass and Avoid orders are often unwieldy and can quickly turn your ships suicidal as Daton mentions.

Honestly 70% of the influence I'd like to have on my fleet during battles could be achieved with a pair of sliders in the command screen - One that allows you to change aggression fleet-wide, and the same per-ship.

85
Suggestions / Assault order
« on: January 20, 2020, 03:06:07 PM »
An in-battle order that can be given to individual ships - to behave as if "Full assault" were enabled. There are often situations where it's advantageous for some ships to hold back while others attack, but where having them target a specific ship is detrimental. In the same way as a retreat order, giving the order to one ship will cost 1 CP for the first, any subsequent ones are free unless the game has been unpaused. This also allows you to maintain escort and harrass orders, rally points and captures while upping the aggression of those certain ships.

86
General Discussion / Re: a good frigate / small ship
« on: January 20, 2020, 12:27:12 PM »
I play almost completely frigate-centric so I'm always looking to apply new answers to that same question.

In my latest playthrough, I've found that the Invictus (From II) with Safety Overrides, Unstable Injector, and max flux vents/capacitors, with a mix of anti-shield and anti-armour weapons seem to be very effective in the AI's hands, and especially those of the player. They go from push-overs under overwhelming attack to being able to dish it out single-handedly. With the right mix of weapons and additional hullmods, and especially fleet logistics and officers, they will mince through Pirates and medium Hegemony, League and Diktat fleets.

Arcus Autocannon (II), Williamson Shotgun (HMI) or Light Rail Driver for Anti-shield; Contenders (?), Bullpups (?), Blaze Guns (DME), INM Assault Guns (BRDY), or standard Light Assault Guns. An EMP weapon or two amongst the ships can go a long ways too, especially DME's Hybrid Pulser.

This is my previous flagship:



The out-dated standard loadout - 2 PPCs (Mayorate), 2 Shotguns, 1 LAG - I wouldn't recommend extreme modifications without an officer and/or good stats from Starship Legends. Good pressure on shields, high mobility, the ability to do significant damage when they come down; Now I use those Hybrid Pulsers insead of the PPCs for EMP damage and better flux efficiency. A Straff Tactical cannon or Stitch Gun in the central hardpoint can be good alongside assault weapons in the energy mounts, eg. Pulsar Cannons or Blaze Guns

For the most part, esp with fleet logistics, they will last long enough to see the majority of battles through. In support of a more cruiser/carrier-centric fleet, they can quickly run down fleeing ships, eat up the wave of frigates at the start of a battle, create openings for larger ships to exploit.

 I'd strongly recommend getting Automatic Orders - I'd also recommend setting it up as such: Auto-retreat at critical malfunction risk, and 70% hull damage; Allow AO to override officer personalities and if you have one controlling one of these ships, make sure they're aggressive or steady. They can both dip into and out of range, but struggle if there are large numbers of fighters.

87
Suggestions / Re: Make Personnel More Expensive
« on: January 20, 2020, 09:32:52 AM »
I really like that suggestion personally. Like a lot of other people I think the early to mid game is the most interesting part of a campaign and it gets boring once you reach the end-game uber-fleets. I think it would work well coupled with a price reduction of the supplies. Effectively it would add an emphasis on the running cost of the fleet rather than deployment cost, without doubling down on the supply maintenance cost and all the cargo capacity troubles that come with it.
I agree completely

88
Suggestions / Re: Let docked ships in storage help defend automatically
« on: January 20, 2020, 09:28:25 AM »
Sounds like a simple and effective idea. I think there should be a third tab to the fleet menu dedicated for this - "Defence fleet". So the player can choose to keep their own ships in storage, and stock the defence fleet from ships they don't want to use themselves - or even directly from custom production.

89
Suggestions / Addressing Early - Endgame progression
« on: January 20, 2020, 09:18:33 AM »
I started typing this out in response to this part of this post in this thread: http://fractalsoftworks.com/forum/index.php?topic=17726.0

[...] On the early game, it's by far my favourite part. When every credit counts, when every ship matters, that's when I think this game is at it's best.
With which I agree.

In my opinion, it currently feels like you're being rushed along into colonisation - the beginning of the end-game - from the moment you start.


 One of the primary reasons is the absolute proliferation of carriers - You can't really succeed against them without fighters of your own - a few wings of half-decent fighters can be a nightmare that persists longer than your frigates' CR - so you're being driven to get what are relatively expensive and high-upkeep vessels quite early on.


Another is fleet size in general. The scale of fleets/ battles seems to have only increased since 0.65. That's not necessarily a bad thing, but the player will often be severely out-gunned. Throw in carriers and that's a lot of ships the player's losing, assuming they don't just reload and avoid the battle. So again, you're constantly being encouraged to increase the size and power of your fleet to scale with the ever-increasing threats you'll face.

Two things further compound this:
First there's the scaling of bounties, which in short order become relatively huge in payout and corresponding enemy fleet strength and/or distance from the core. Meanwhile, system bounties seem to diminish in frequency. The player can often find themselves in a position where their fleet isn't strong enough and/or lacks the range to take on the lowest-paying fleet bounties, and there are few options for profiting directly from combat. Taking a commission and going after enemy merchant fleets is usually my go-to - which again puts the player at risk of entering situations they aren't prepared for as faction fleets are generally a few times more powerful than the average priate fleet of equivalent size - forcing the player to further arm-up.

The second is the fleet cap. If you only have a certain number of ships you can bring with you, most of the frigates and eventually destroyers are going to have to go, to make the most out of your fleet composition. This means your fleet's slower and more cumbersome, which means being forced into more battles where you absolutely need carriers because there absolutely will be enemy fighters - further diminishing the value of the majority of frigates and some destroyers.

Finally there's colonies themselves. They are a practically endless, practically uninterrupted stream of supplies, fuel, crew, ships and credits. Your primary moneysinks are gone, and you're making profit on top. This enables the player to acquire and maintain an end-game fleet fairly effortlessly - but up til that point the player is dragging themself up to keep up with the escalating threats they must deal with throughout the course of gameplay. It goes from just scraping by on your ships, weapons, supplies, fuel and funds, to any losses you take being practically inconsequential. In other words, you go from watching everything - supplies, fuel, funds, ships, crew - ticking down to 0 and scrambling for things to help you avoid that - to everything always ticking up.

Combat and management of your own fleet are taken a few steps back - There's no difficulty to setting up a profitable colony, and once you have it properly established you're swimming in cash. Pirates and Pathers aren't a huge threat, and NPC factions aren't aggressive enough in trying to sit you back down - I don't imagine most of the powers that be in the sector would be too happy about some random space-bounty-hunter or trader and/or ex-faction officer setting up a new society.


Colonies:
1) The other factions - which have been established in the sector for a long time - should have a more over-bearing presence, especially if your colony/ies are closer to the core. Tri-Tachyon want to buy out your industries. The Hegemony demand a tithe. The Luddic Church attempt to convert your population and use their influence for their interests. The Diktat want to influence you against the Hegemony, the Persean League want you to join them.

In other words, you should need to sacrifice something significant to keep the other factions happy. If you decline to do so, open war has to be costly even if it doesn't quite reach the colonies in question.

2) The player must buy/commission their colonies' fleets. This could be a simple slider that drops down when you click the fleets% bit in the colony management UI - funds to allocate for fleet construction/acquisition, upkeep and maintenance - up to a maximum determined by what currently determines max number of fleets. It could have even greater depth - The player has the option to manually compose the fleet out of available hulls, and give it its mission - Patrol X jump-hole, stable location, planet, ring system.

3) Allow the player to commission faction fleets to find and/or engage pirate/pather bases that threaten a market's stability.

4) A state of open warfare threatens the stability of worlds likely to be affected by it, and those which provide ships, weapons etc to fuel it.

5) Less take-home profit from industry and exports. #1 covers this to a degree, but currently the player invariably ends up with more money than they know what to do with.

6) Increased demand from all industries and structures - to the point it results in the market in question generally having to import from outside its faction, and for stockpiles and what the player adds to them to actually matter.


I got some further ideas about having the player be more involved in the actual governance of their populations, and their population's disposition to the faction. Tax rates, conscription to raise marines and crew for fleets, etc. - but that's beyond the scope of this discussion.


Fleet cap:
From what I know of it, I don't believe the planned exceed-fleet-cap-for-increased-supply/mo will resolve this element of the vicious cycle. It's still a hard cap because the game punishes you disproportionately for exceeding it.

 I think the actual supply upkeep and fuel consumption of all those ships alone are enough to for the player to want to keep it sane. If not, a fleet-cap of supplies/mo or DP or OP simply makes so much more sense in my mind - you're not forced to try and fit frigates, destroyers, big bois and carriers within the same 30 ship limit.

Bounties:
1) Drastically increase the frequency/max number of simultaneous system bounties.

2) Bar bounties. A pirate boss' underling might want you to raid a convoy for him, an independent trader captian might be seeking revenge against the pirate that destroyed his fleet. A disgruntled League officer wants you to assassiate his captain. These would more consistently be of a smaller scale.

3) Give bounty-fleets a "threat level" by which the player can filter them, along with distance and faction/paying faction. It might even be worth giving bounties a dedicated menu.

All in all, allow the player to go after bounties they can comfortably beat at practically all stages of progression. Individual ships, smaller fleets of varying factions, up to the omni-present huge ones.

Carriers:
Big old can of worms this one, I'd suggest checking this thread: http://fractalsoftworks.com/forum/index.php?topic=17507.0

My take is that carriers should be somewhat rare. The autoforges that produce fighters are difficult to manufacture correctly, LPCs corrupt themselves after extended use (LPCs as consumables?), fighter pilots are hard to train (Fighter pilots as a separate resource to crew?) - so there aren't that many floating around in the sector.

Exactly how to go about making them rare/harder to sustain/less incredibly powerful in combat, I'm not sure - but the intent is to reduce their incidence especially amongst smaller fleets, to help reduce the impetus the player feels to constantly up-arm themselves.

Generally I feel that destroying fighters in combat should have more of an impact. Alternatively or in addition, that interceptors be made infinitely less threatening to frigates and above, fighters quite a bit less so, and bombers unchanged - while their effectiveness vs one another is also generally unchanged. And/or frigates and above should have a better time of combating them too - being able to fire PD weapons (Or any weapon targeted against a fighter) past/"through" friendly ships otherwise in the line of fire - in the same way fighters themselves can - would help.

Fleet Size:
Balancing the size of NPC-faction fleets against Player-faction fleets, and the player's own fleet sounds like a delicate task. After all the maluses to production and profit, that might be enough to diminish the average size of what the player comes up against depending on what actually influences it. Changes to fleet cap mechanics could also affect the composition of NPC fleets, with larger numbers of frigates and destroyers being more common - as opposed to the few, plus many cruisers and carriers that is the current standard.

Finally something largely unrelated - please allow the player to blacklist hulls/weapons/fighters from their faction fleet compositions.

90
Suggestions / Crosshair-type cursor for battles
« on: January 19, 2020, 05:05:26 AM »
Simple version: A less-obtrusive cursor for battles. A small circle, a crosshair, something along those lines.
The complicated version is giving it a bit more functionality. First thing that popped into my head is having it change colour depending on how many of the selected weapons are aligned with your cursor. The next was the quintessential expanding-with-recoil. It could indicate weapons ready to fire, or weapons in range through the same or alternative means.

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