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Topics - Sutopia

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61
Bug Reports & Support / Exploit on market system
« on: November 22, 2018, 11:29:01 PM »
Currently when player sell more unit of single type of resource it gets gradually cheaper. However, when buying, it does not gradually get more expensive.
Here's the exploit:
Buy a lot of food, wait for famine, wait for a relief fleet to depart, sell all the food and wait for the fleet to arrive. The market gets flooded with food and all food became $1, buy all, wait for another soon-happening famine, repeat. The profit leverage is just ridiculous.

62
***This picture is NOT from myself and I will delete it if requested by owner @Originem***

Spoiler
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63
General Discussion / Can I deliberately abandon a level 5 market
« on: November 19, 2018, 09:35:28 PM »
 :( I realized I'm such noob after like 20 hours play to find some of my starting colonies suck. They're at very high hazard rating and the maint fee just eat up all the profit. They have grown into scale 5 and I cannot hit the abandon button. Is there any way to abandon it other than starting new game?

64
Suggestions / More skill points
« on: September 11, 2018, 11:57:00 AM »
Here's the story:
As I'm sharing the translation of latest blog post with Chinese players in Chinese forum, many people there were upset about the skill point hard cap.
They want to grind all the way to easily solo enemy fleet just like how they did in pre .8 eras.
I tried to convince them it's fun to play different play style and no skill is "must" pick to "win", they still complain that "they don't want something can be seen cannot be acquired".

So I've came up with two solutions:
1.Just like Ironman mode, add another toggle to "sandbox mode" which completely removes character level cap.
2.Allow playing in easy mode to earn more points per level, for example, additional skill point every other level.

Programming wise this should be relatively easy quick fix while making player "know" what they're up to.
I mean, I'm kind of tired of ppl bragging their "achievements" in campaign just to find they've altered the level cap and solo things with all character skills.
They say the game is "unplayable" with level 40 cap  ???

65
Suggestions / Randomly buff hull mod on built ships?
« on: June 05, 2018, 10:31:06 AM »
This suggestion is based on 0.9 in-dev patch note

I'm seeing player faction factory can accidentally make ships with D-mods.
Contrarily, is there by any chance we can gain some kind of perk or buff hull mod when manufacturing ships?
This kind of things do happen in modern lab, some guy "accidentally" made a very well-done sample that can never get reproduced in the following dozens of tries. There can be a low chance product ships receiving a buffing hull mod. Of course, the chance is increased if the faction's industry level increase.

Some possible buffing hull mods:

fine architecture: increase armor rating by 5%
high quality emitter: decrease shield upkeep flux by 10%
perfect geometry field: decrease fuel consumption by 10%
...and so on

The general idea is that they can only be minor buffs but do bring surprise and fun for players.

66
Suggestions / New player ability: Information Warfare
« on: April 09, 2018, 06:01:43 AM »
Currently we got EW which is pretty much tactical-wise ability
After viewing THIS POST it inspired me of another nice ability that such game must have: information warfare !

Previously we got comm relay as the only median to get all kind of hyperspace info and I'm feeling it insufficient.
As an ancient Chinese proverb states, “know the enemy, know yourself, and in every battle you will be victorious ”.
A good commander should be good at information gathering and at times cheat your opponent to believe in false information.

Here's a set of example skill ability
IW1: You can tell if there's hazard environment(i.e. Corona) or hostile fleet(Say, trade intercepting pirate) on the other side of the jump point.
Comm sniffer install speed +100%

IW2: You can get more detailed information about bounty fleet formation.
Make comm sniffer less likely detected.
Illegal commodity detected chance halved and immune to false accuse.

IW3: Make comm sniffer able to update market price of it's system(I don't remember if it has such function or not in current version)
Ability to false flag for a period of time. It takes certain time to cooldown for your trained engineer to crack rapidly changing IFF code.

67
Suggestions / Make carrier decks vulnerable
« on: June 12, 2017, 04:47:34 PM »
As we can fire bullets to temporarily disable weapons, why can't we do the same to fighter deck(bay)(s)?
They're just like carrier's guns except they're always functioning until the carrier itself is compromised.
It would be fun if emps are effrctive too, due to paralized autofactory.

68
Bug Reports & Support / Ally Joining Battle Instantly Retreat?
« on: June 05, 2017, 03:38:58 PM »
As stated in subject, it's quite annoying when you see ally backing you up when facing some bigger enemy fleet just to find they all retreat as soon as battle starts. In that case they shouldn't even show up in assist list in the beginning.

69
In some Chinese forum I've seen people taking about surgery strikes can produce recoverable ships without any D-mod.
The concept is, if you wrecked lesser of ships' armor blocks, the fewer D-mod it produces after battle.
So, if you only damage less than 10% of ship's armor block before neutralizing it, you have a chance to recover it without ANY D-mod, which is possible if you use beam only and manually.
I'm not that good at using beam style weapons so I cannot test this myself, can anyone confirm if this is true or not?
This might save a lot of money just getting rid of D-mods on recovered enemy ships.

70
General Discussion / Independent suddenly go hostile?
« on: May 01, 2017, 06:58:06 PM »
So I was at a system far from main living sector, doing survey and salvages.
I ran into two "Scavenger" fleet, both with quite big size.
Suddenly they just start fighting each other, one of them turned red.
I thought, oh maybe it's actually a pirate with false flag, so I helped out the gray one.
After winning the battle, the lost fleet escaped GRAY and the one I helped turned RED and attacked me.

Fleet wipeD, load game.

I was like WTF?
What happened there exactly?
Are they so greedy that they are willing to rob just everyone around when noone ELSE is around?

71
Suggestions / False flag
« on: January 06, 2017, 05:36:39 PM »
Since we get transponders to identify each other, is it possible to implement false flag?
For instance, you just beated an enemy enforcer fleet, you find their transponder and managed to copy the code to disguise yourself as one of them. Of course there will be some way to reveal your true identity, like making direct contact, but it might be useful when you travel around in a hostile area just to make enemy patrol not bother chasing you down.

72
Suggestions / An idea to enhance energy weapon gameplay (remodded OP)
« on: December 27, 2016, 02:48:54 AM »
Got this idea from my university's optics class  ;)

The lasers are mostly Gaussian beam by nature of how they're made.
Gaussian beam actually diverges on distance, which I assume that as a reason of having an actually "distance" for laser(energy) weapons.

There exists a focus on every Gaussian beam where the energy density is highest, which should be highest damage of laser weapons for the high pressure it gives to the target, but this is obviously not reflected in current game mechanics.

So, we can make a hullmod that shapes the laser.

Without the hullmod the laser deals original damage pattern as how they perform now, for most laser can be quite "wide" that slows the diverge of beam significantly, generating a relatively smooth patter of energy density.

Adding the hullmod applies a focus FOR ALL NON-PD LASER. I'd say the focus at about 30%~40% of max range. Near the focus, the DPS is significantly increased, while on max range the DPS is reduced.

For instance, let's set focus at 40% max range.
The damages scaling can be:
0~40%range:(80%+1.5*(range %))*original DPS
40%~100%range:(200%-1.5*(range %))*original DPS
that makes max range only 50% of original DPS, bad for kiting, but reward you going for a closer distance to score good damage of 140%. Of course the damage-distance distribution can be adjusted to balance things out, this is just an example.

73
Suggestions / Special hull mod for other vanilla factions?
« on: September 27, 2016, 07:20:10 AM »
Currently I am only seeing the XIV battle group as hull mod for hegemony.
Is there any planning of special forces for other factions, I wonder.

For instance, Tri-tachyon might have their own special force, let's name it 'Task Force XIX'.
With this hull mod, energy weapon got range and damage boost, but with less efficient shield and more supply cost.

These special forces should have characteristics corresponding to it's faction's style and can make the game a bit more fun for the fact that XIV ships can only be bought from hegemony military while you can get almost any other hull on black market.
By adding other factions' own special force, you might think twice before joining specific faction.

74
Bug Reports & Support (modded) / Infinite engage bug
« on: September 26, 2016, 04:51:24 AM »
I found this happening when enemy have a good amount of fighters, and enemy owns carrier.
When an amount of them go into no-CR state?with few planes left and retreated?, you can only chose to engage or leave them be.
Leaving will make you unable to claim loots and capture enemy ship.
Re-engage will make enemy send nothing and you claim inatant victory and go back to first step.

This happened in an  IBB mission engage which I believe was from ship/weapon pack.

75
Suggestions / Cruiser-class freight?
« on: May 03, 2016, 01:38:12 AM »
there are only two "pure freight"in vanilla game atm: buffalo and atlas
However, Atlas as capital got only 6 burn on map which is quite annoying if you try to maintain burn 9 for swift operations. Buffalo got only 300 cargo space which I can just use some larger cruisers instead.
We got cruiser-class fuel ships and man ships, why can't we get a cruiser-class freight?
I'd say 8 burn and 600 to 700 cargo space is quite acceptable.

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