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Messages - Sutopia

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976
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.

977
Suggestions / Re: Beam coloration in terms of gameplay
« on: December 29, 2016, 07:21:47 AM »
By the way it should be opposite
Stronger lasers should be blue while weak ones are red.

978
Suggestions / Re: Beam coloration in terms of gameplay
« on: December 29, 2016, 06:50:30 AM »
fast scientific facts:
1.blue indicates higher energy per photon than reds
2.lasers are mostly gaussian beam by nature of how it's made, and gaussian beams means it diverges on distance, the blue light having smaller wavelength means it can diverge slower by same initial waist length(see wiki)

well when it comes to game visual effect it doesn't matter anyways ...

979
Suggestions / Re: A hullmod idea to enhance energy weapon gameplay
« on: December 27, 2016, 06:19:04 AM »
No standard beam weapon hits for hard flux.  Kinetic does not always mean hard flux.  Graviton beam does kinetic damage, but still always hits for soft flux.  Also, non-beam weapons that fade and hit past maximum range does soft flux too.
oh wow I didn't notice that
then making some extra kinetic damage for beam isn't a bad idea at all

980
Suggestions / Re: A hullmod idea to enhance energy weapon gameplay
« on: December 27, 2016, 05:51:49 AM »
OP makes no mention of the hull mod causing beams to deal hard flux, so I'm not sure where that complaint originates?

It's an interesting idea, though the rather convoluted & unclear explanation would need to be improved.

I think gothars is right though; better realised as an independent weapon. (Also easier to balance that way)

Kinetic = hard flux
most beam weapon deal soft flux due to energy damage atm and that's not gonna tear well-shielded target

981
Suggestions / Re: A hullmod idea to enhance energy weapon gameplay
« on: December 27, 2016, 03:46:34 AM »
The problem is that if you deal even a little kinetic damage at high range, that enables you to kite an enemy. I.e., to stay out of his range and slowly whittle him to death.  Also, it's hard to judge were the middle of your beam is, it would require some kind of indicator.

Maybe this would be more suitable for a entirely new weapon.
modified OP to make things clear
IMO 30%~33% of max range as focus might be good, 50% might be OP
this will make laser gameplay more tactical and make it compatible with mixed ballistics.

or just eliminate additional damage at high range, say , focus at 30%, the additional damage degrades until 60%, and more than that deal no additional damage

For the above case, simply make additional visual effect for the additional damage range should be quite enough to indicate the dangerous range.

982
Suggestions / Re: A hullmod idea to enhance energy weapon gameplay
« on: December 27, 2016, 03:23:46 AM »
Hard Flux on beam weapons like tac lasers = nope. Sorry, but Speed + Range + ability to overwhelm shields and get through armor = almost certainly overpowered. Being able to kite forever while also inflicting damage with no risk to yourself is rather silly. And most high tech ships are fast. I personally find kiting forever much less compelling than using more powerful burst weapons, like Phase Lance, with more risk to myself. This hullmod might be reasonable if it decreased the range of said beam weapons significantly to not allow for kiting and was incompatible with advanced optics, or if it did not generate hard flux.

Imagine this hullmod on a Sunder using a High Intensity Laser(Large HE Beam) and two Graviton Beams with Aug. Engines and all the +range things. The Sunder would never get caught and be capable of killing pretty much anything.
Even this hullmod in combination with just Ion Beams would be silly, as the Ion Beams would slowly build up hard flux and disable enemy systems as the flux built up.

The setting of focus is to prevent kiting, you only make good damage at a moderate range.
At max range the DPS is nerfed and you do not receive the additional damage bonus.

983
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.

984
General Discussion / Re: The Solstice Approaches!
« on: December 18, 2016, 07:32:43 PM »
Will there be 0.79 for us to just have a quick glimpse of what's going on ?

985
Blog Posts / Re: Skill Overhaul
« on: December 18, 2016, 04:19:29 AM »
It reminds me of a unique hull mod is mod SCY that was called "CIC"
Which was short for "combat information center" I believe.
It boosts combat ability of friendly ships in certain radius, but only one destroyer have it as built-in.
Is it possible to implement similar hull mod into official release?
It seems legit for large fleet to own a CIC, to improve overall combat effectiveness.

I'm imagining a universal installable CIC hull mod that can be installed at a cost and improve combat ability in certain radius, the radius is determined by the modded ship.
(i.e. a capital owns larger CIC bonus radius than a destroyer, very legit IMO)
The CIC effect should be unstackable BTW.

986
General Discussion / Re: So I saw this thing - A StarSector picture thread
« on: November 02, 2016, 03:17:05 AM »
Hang on, that's a missle? I thought someone had modded in solar flares as a battlefield hazard.

Nah, that's the Titan of the Interstellar Imperium.
To be fair, that missile is the size of a ship and slow as hell so it should have quite an impact. If you're helping out an Imperium fleet in a battle you do well to stay far away from it since that thing is as dangerous to you as it is to the enemy.
Titan is a kamikaze ship actually ... you can X on it and fly it
For balancing, You can't "own" a single Titan in fleet , it need to be launched from the "Olympus" capital, and the capital drop to 0 CR on firing a Titan.(except boss version which reloads Titan, holy crap!)
Ouch for your supply cost.

987
Mods / Re: [0.7.2a] Scy V0.99e (10/04/2016)
« on: October 20, 2016, 10:56:11 PM »
Quote from: Tartiflette link=topic=8010.msg194340#msg194340 date=1476974649

And yes the red flashing dotted circle show the range.
[/quote

The range is kinda small tbh ...
and what does "effectiveness" mean? Damage? Fire rate?

988
Mods / Re: [0.7.2a] Scy V0.99e (10/04/2016)
« on: October 20, 2016, 07:33:49 AM »
What does the CIC do exactly?
There's a flashing edge of red lights, is that the effective range?

989
Suggestions / Re: LRPD needs help!
« on: October 12, 2016, 06:27:21 AM »
half all PD's DPS and add a hull mod that doubles PD DPS
problem solved

990
Mods / Re: [0.7.2a] Nexerelin v0.7.6 (update 2016-10-01)
« on: October 02, 2016, 05:23:33 AM »
Maybe I got something wrong(about the initial relation) but I do remember when I attempt to "chase down" the responding fleet (after capping) it showed the check message of turning into war state which indicates that it was previously higher than -50.

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