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Messages - Sutopia

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901
Suggestions / Re: Randomly buff hull mod on built ships?
« on: June 06, 2018, 07:36:47 AM »
This could be represented by a special hullmod, similar to (A) and (XIV) mods Hegemony uses, but designed for the player faction if he gets a lucky treasure find.  Any random part would be what hullmod is gained.  The hullmod itself should not give random buffs.

Although if (XIV) ships are separate blueprint than standard ship blueprints, that means the ship blueprint would need to be modded, similar to magic weapons in D&D (e.g., sword +3).  Since Starsector is a single-player game with limited worlds to plunder, such a magic item paradigm can work.  It would be problematic and grinding in an unlimited online multiplayer dungeon where player can grind and farm items from bosses or levels, then trade those items for gain.  (Then you would have the world with dupes to trade clamouring for perfect items like "Windforce with +8% mana leech".)


How about this:
There is a blueprint slot and a mod slot in the autofactory, so the player can only pick 1 mod at a time to apply (if they've found more than 1 by luck). There should also be a downside, probably cost/resources/time required, or the player needs to find a super special autofactory. Like say from killing and salvaging with max ranks a Remnant battlestation. Or these could be awarded as the 'capstone' for a faction's questline (if those exist). Become so super high up in the Hegemony that you are essentially its savior? They award you with the super secret autofactory mod that allows you to construct (XIV) ships.

No RNG grinding, but as part of the progression of the game - some elite perk to strive for.

"To find one" is enough to make player do RNG roll grind.
As my OP stated it should NOT be a part of standard progression, either should it be always available after certain RNG incident else it's just another ITU.
It should be a constantly rolling process at every cycle of ship gen thus making there always "something" you can get "surprised".
By background locking the "prize" for 1 or 2 period beforehand is easy enough to block any possible save scum for "good" ships.
TBH I hate how ITU is like now and I believe I saw Alex mentioned somewhere this will be "fixed" in 0.9.

902
Suggestions / Re: Randomly buff hull mod on built ships?
« on: June 06, 2018, 06:37:17 AM »
I depends when results are locked in.  If it locked-in only up a week in game time, player simply reloads the game at that moment, and attempts take longer.  I did this with boarding when Alex implemented that.  Instead of saving next to the enemy fleet to save scum, I saved at Jangala or other convenient base and traveled to the bounty.  It meant attempts took longer, but it was still the only practical way of boarding and acquiring rare ships.
That's basically when you know what you're up to.
Ship production is a fixed period incident which indicates if the pre-gen was made a period ago there is no point doing any save scum.

903
Suggestions / Re: Randomly buff hull mod on built ships?
« on: June 06, 2018, 06:25:20 AM »
I think this would not work because it heavily encourages the player to select for these ships, "rolling the dice" over an over again to get more powerful ships in the market. Sounds really grindy to me.
I think Alex somehow made some "pregeneration" before any incident happens, i.e. you're not really able to S/L things you want because some of the incidents are pre-determined quite a time before it actually happens.
Additionally, I said the buffs are rare and minor, much less than what you get from standard hull mods or such, indicating it might not worth the time to actually roll the dice enough amount of times for the one you WANT.

904
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.

905
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 03, 2018, 10:01:55 PM »
Your formatting is messed up, yo.
Check out this thread: http://fractalsoftworks.com/forum/index.php?topic=13249.0
I'm not seeing anything specifically "new" tbh.
I mean, I do see a "Paladin PD" up there, but I'm not seeing any "Guardian" candidate.

906
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 03, 2018, 10:03:14 AM »
My best guess is that this will be excessively used by Luddic Church fleets or only available from Luddic markets.
There might also be some spec change on it so it can be worth it's cost as a "large" pd, since it's now quite crappy.
I'm pretty sure there will be other thing called Guardian now, which caused the PD system name change. Remember Alex's tweets?
Hm, sorry, I can't really recall anything related.
About when was that tweet?

907
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 03, 2018, 02:31:24 AM »
Quote
Renamed "Guardian PD System" to "Paladin PD System" (reasons REDACTED)

My best guess is that this will be excessively used by Luddic Church fleets or only available from Luddic markets.
There might also be some spec change on it so it can be worth it's cost as a "large" pd, since it's now quite crappy.

908
Blog Posts / Re: Economy & Outposts
« on: May 10, 2018, 07:46:55 AM »
I was just thinking how it wouldn't make sense for the player to be able to build fuel production facilities at their outposts. Then I had the idea: but what if you can find one?

I suggest Inactive Fuel Production Facility be a market condition you can discover on planets while surveying. If you put an outpost on that planet the fuel facility becomes a structure - though it doesn't do anything until you spend money to get rid of that pesky "inactive" adjective.
I thought we got "antimatter fuels" so it consumes a lot of energy to produce them rather than some kind of material resource? Like how Sindria does?

909
Suggestions / Re: Dealing with Smuggers: Searches and Seizures
« on: May 10, 2018, 06:34:26 AM »
If player can do something, every AI fleet should be able to do the same.
Thus, making player able to "check" every AI fleet's cargo means every AI fleet will be checking yours.
What's worse there can possibly be false accuses that confuses patrol.

I think that's why only authorized fleets have the privilege to make cargo scans and report to local authority.
Maybe make player able to apply for such job if you've made commission and have "cooperative" relationship?

910
So you prefer having something like weekly update with tiny changes?
This is not a cheap free (and charge you 100 USD per month in microtransaction) smart phone game, either is it an on-line game.
It's stated clearly that this is a W I P project so it's offering some discount for ALPHA access.
If you EVER looked at the patch note HISTORY, you should find it always has a long update period BUT every update is IMPRESSIVE.
It's almost like having a BRAND NEW GAME every update for so much juicy things adding in each and every major patch(I mean something like 0.7 to 0.8).
What's even better you don't PAY a dime to receive your update. There are also tons of modders constantly contributing their effort and update mods so you can always have very different game experience just playing with all kinds of mods.

If you're still not persuaded I suggest you try even make a mod. You'll see how MUCH effort needed for just some simple functions to work nicely.

911
General Discussion / Re: Ship Tier List
« on: May 05, 2018, 05:12:13 AM »

I gave the tempest an A+/S rating, so clarification on my thoughts on this:

"Is it powerful to the point it breaks the game?-"
Arguably.  Again my issue is that you should ALWAYS get a tempest, it's easy to get a tempest, and they only get better as you get more because they don't just have to be player piloted, and they're easy to replace.   Not the easiest, but still simple compared to the gain to the point that it feels like if I don't stop myself from using the tempest I will only use the tempest. (my personal nerf would likely just be an OP increase and a rarity bump though). 
Now THAT's odd.
I thought rarity was NOT taken into consideration when you're making a tier list about HOW GOOD they are.
For instance, are monitors good? Sure they ARE, they draw heavy fire easily and help ally ships win the flux war.
But FFS they're so rare that I never meet second monitor in any game, but THAT shouldn't be a reason to rank it lower.

They're not much of a threat to the player because the game doesn't throw packs at you, but I think they'd be a huge problem if you created a common early game fleet of say 8 of them as a fast picket running multiple variants.
Yeah sure, they do post a threat to early game fleets, but as the game progress and fleet size increasing they become less and less effective.
In end game fights they're just like flies, buzz but can't bite.

I can believe they do miracles in player hands, but I have a hard time believing they perform meaningful ones.  I can generally kill a whole bunch of ships of any size in an actual battle with a tempest, and I can generally do the same with a phase ship.  I sometimes find the tempest easier to succeed with simply because it's easier to execute and stays in the fight longer (and again, just sending an ion pulse drone after the proper targets is easy and very powerful). 

Again I see no point in who can 1v1 a paragon or some other kind of comparison better because it's not a realistic or common situation.   Wiping out several capital ships and cruisers in quick succession in a real fight is, and it's something they both do more than well enough to the point that figuring out who's the best (almost certainly phase ships), no longer matters because it doesn't actually affect play anymore.
Just, how long does your Tempest need to take out a paragon in your so-called "real" fight?

For Afflictor it's like 10 seconds and that paragon is NOT going to harm ANY of your ships from then on.
What about Tempest? It does have a chance, but how long does your teammate need to tank all the heavy fire for you to eventually get through paragon's shield?
How about when enemy managed to send TWO paragons and they cover each other so well? Does tempest stand a chance to even get close?



I will also point out that one of the reasons i put it on the line with an S tier is because it's very simple to mass tempests.  If you mass paragons you'll break the game, but it's not realistic and by the time you've done that you should expect to break things.  Massing phase ships is also hard.  Massing tempests feels much much easier.

I'm now wondering what build you're using on tempest? I don't see any medium energy can out-range cruisers WHILE packing heavy hits.
Unless you're using any mod weapon or playing in easy mode, I can only see tempest getting more and more useless as fight size grows.

912
General Discussion / Re: Ship Tier List
« on: May 04, 2018, 07:38:04 PM »
How is Tempest easy to get, let alone amass for a swarm?
Even you're somehow able to make a "swarm" of tempest, they're no match for carrier making fighter deathball  :-\
They get smacked by capitals and several good cruisers easily which implies they cannot really deal with anything BIG.
I'd rather swarm drovers, seriously. ;)

913
General Discussion / Re: Ship Tier List
« on: May 02, 2018, 06:16:47 AM »
What is the "standard", really?
Only ship class is taken into consideration? Hyperion is having destroyer tier supply cost you know.
When picking ships, IMHO the supply AND fuel cost are two main considerations.
EVERYONE want MINIMUM cost, right? Especially in fights that can drain tons of supply, expeditions draining tons of fuel.
Can a ship do what it's paid for? That's the only problem.

Classic frigates, sure, they're performing like rubbish, they're also dirt cheap and got extremely low maintaining cost.
You may not mind having a D-mod or two on a Cerberus or a Lasher, but it's surely a NO on tempest.

914
General Discussion / Re: Ship Tier List
« on: May 01, 2018, 01:54:55 AM »
 ??? I have no idea how tempest can get S
The drone has been significantly nerfed thus cannot do much to anything bigger than destroyers.
Two medium mediums are great but not perfect; it got the speed to take the initiative but still cannot solo something bigger than itself.
To sum it up, it acts very similar to aurora, I'd at most give it an A+ for it's devastating power against unshielded frigates or to solo the domain probe defending drone thingy, but not much more than that. (Or even an A- for AI using them stupidly well while human cannot get to it's max)

915
Very true. It can sometimes get confusing with those "hull damage" and "structure damage" thingy.

Well you got a web browser and a nicely maintained wikia ... (unless mod is adding new kinds of d-mods)

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