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Messages - intrinsic_parity

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2971
Mods / Re: [0.8.1a] Save Transfer 1.11.4
« on: June 20, 2017, 10:28:58 PM »
I noticed that weapons/cargo in cargo hold or storage are not transferred to new save except supplies, fuel and crew. I seem to remember  being able to transfer everything in storage and cargo hold before, is that a consequence of 0.8 or is that a bug?

2972
Suggestions / Re: Sabot Missiles
« on: June 19, 2017, 05:42:48 PM »
My biggest problem is that the second stage fires outside of average PD range, so they are much more guaranteed damage than other missiles. Its also pretty difficult to dodge them. Also they stack disgustingly, especially medium pods. Legion with 5x medium sabot pods can have 20 sabots in the air pretty much simultaneously. Even 2 medium sabot pods can put out 8 at once which is enough to screw over most ships in the game.

A couple ideas I had for changing them:
1) add a small delay before the 2nd stage fires to create a chance for ships to dodge
2) make the 2nd stage fire closer the the target so PD has a better chance of shooting them down (you would probably have to make first stage faster to compensate)
3) add a more substantial delay between firing the missiles so it's harder to stack a lot of them

I would maybe also add making the medium sabot pod fire 1 at a time.

I wouldn't implement all of these, that would be too much of a nerf, I'm just throwing out ideas that might improve them.

2973
Suggestions / Re: Make carrier decks vulnerable
« on: June 14, 2017, 08:27:54 AM »
I would normally agree, but carriers are often isolated behind the front line. Such a mechanic would make flanking around or using your own fighters to harass them specifically a more viable tactic. Otherwise the carriers are the amongst the last ships you engage, never mind destroy, once the remainder of the enemy fleet has balled up and been encircled

Eh, in my experience, flanking almost always gets you killed. The AI is very good at collapsing on ships that isolate themselves. I agree it would make fighters with ion weapons slightly better, but I actually like the idea precisely because it mostly affects frontline carriers. My comment was more in response to other people who were concerned that it was too big a nerf. I think it would be a helpful change.

2974
Suggestions / Re: Make carrier decks vulnerable
« on: June 13, 2017, 04:02:57 PM »
Honestly, I'd say the opposite. If you're hitting hull on a carrier, you've probably won the fight. The only exception I would say is the Mora, where this might actually be a helpful thing. I wouldn't mind seeing this change.

You would have to clarify exactly what happens when a deck is disabled though and when it is repaired.

2975
General Discussion / Re: Learning to love playing with D-Mods
« on: June 12, 2017, 02:16:28 PM »
I think pristine ships should have higher max CR, and maybe slightly longer peak performance times.

2976
Suggestions / Re: Regarding Hyperstorms
« on: June 10, 2017, 10:39:40 PM »
This got discussed a little in a different thread, but having effects be graduated so that on the edge they are less severe would solve or minimize a lot of problems I think.

2977
General Discussion / Re: Flagships and fleet compositions in 0.8.1
« on: June 10, 2017, 12:22:44 PM »
I've actually had a lot of fun with doom, I don't think it's the best but it's definitely underrated. It can mount kinetic weapons in the universal slots which is actually pretty big, I like to run 4 railguns, 2 heavy blaster and 2 medium reaper. The interdictor+phase cloak lets you catch and kill any frigate or destroyer really easily. 4 railguns and 2 heavy blasters is enough firepower to get through almost any ships shields very quickly, reapers are amazing at finishing and interdictor makes lining up shots easy. You just need a tanky ship you can hide behind to vent like an aggressive dominator. If anything with big firepower comes after you, run away behind dominator until it switches focus to the dominator, then phase in to flank and unload.

2978
General Discussion / Re: Orbital mechanics
« on: June 09, 2017, 05:33:57 PM »
A little bit more clarification, 'gravity wells' are just any object with mass. A singularity is an 'infinitely deep' gravity well. Lagrangian points are not gravity wells, they are points where the gravitational forces of the two objects balance out. The easiest place to see this is at L1 where the forces from the two bodies are equal and opposite creating zero net force. At the other Lagrangian points, the physics are a little more complicated, the forces don't balance to zero, but the resultant of the two forces is exactly strong enough and in the right direction so that an object can stay in orbit at that point without any outside forces (as many people have pointed out, the point remains fixed relative to the two bodies). Any two bodies orbiting one another have Lagrangian points.

Another little bit of information, L4 and L5 are stable points meaning if you move a little away from them, you will be pulled back into them. This means they tend to 'capture' asteroids. L1, L2 and L3 however are unstable meaning if you move a little away from them, you will 'fall away' from them. Again, this is easiest to picture at L1, if you move a little towards the sun, the gravitational force of the sun will increase and you will get pulled into the sun. It makes sense that there is stuff trapped at L4 and L5 but not the other points.

2979
Suggestions / Re: Faction Unity
« on: June 08, 2017, 07:02:30 PM »
It's what I suggested in the thread I linked from a few weeks ago. I think it's a bit less abstract, but it's definitely very similar. The main difference is that the main faction reputation is linked to a capital rather than being arbitrary. This could allow for some cool intricacies, for instance, it would be easy to sneak into a far flung market of a hostile faction and turn in AI cores but it would have minimal effect on faction rep, while sneaking into the capital of the faction would be very hard (lots of patrols etc) but it would have a huge impact on faction rep if you successfully turned in AI cores. It would also make piracy easier as long as you stay on the fringes far from the capital. You could make that more pronounced by making it so that if your transponder is off, the effect of your actions much less in other systems.


I also think the fact that distance from events is taken into account is a big difference.

2980
Suggestions / Re: Additional Scenarios for Combat Maps
« on: June 08, 2017, 04:06:55 PM »
Battles over major planets could have battle stations and stuff too

2981
Suggestions / Re: Faction Unity
« on: June 08, 2017, 03:43:21 PM »
What about this: Local fleets (patrols and defense fleets) are tied to station commanders relations with you. The effects of your actions on a station commander are based on the distance from them (if you kill a hegemony ship, station commanders in that system will be hostile, commanders on the other side of the sector might only have a -10 penalty or something). Factions can have a 'capital' and your relationship with the commander in the capital is your overall faction relation. All other commanders decay to this relationship over time. I think it's fairly intuitive and has the potential for interesting interactions, thoughts? 

2982
Suggestions / Re: Faction Unity
« on: June 07, 2017, 07:12:12 PM »
This seems related to what was discussed in this thread: http://fractalsoftworks.com/forum/index.php?topic=11990.0
 I'd definitely like to see some changes to the faction relation mechanics, I think your idea is pretty solid.

2983
General Discussion / Re: (Un)Official Starsector Mascot Ship(s?)
« on: June 07, 2017, 12:16:09 PM »
I think the problem with frigate size ships is that a big portion of the sprite is covered by weapon sprites, so different weapons completely change the look of the ship. It should definitely be destroyer size or bigger. My vote would be on apogee or hammerhead.

2984
Announcements / Re: Starsector 0.8.1a (Released) Patch Notes
« on: June 05, 2017, 03:27:49 PM »
Yes I have noticed bounty fleets go very quickly up to cruiser size which tend to outclass early game fleets. They also usually have a full compliment of destroyers+frigates.

2985
Suggestions / Re: Small Energy Mounts and Hard Flux
« on: June 05, 2017, 02:04:49 PM »
I think there are already high damage, high flux weapons for energy. What's really missing is a low damage, low flux assault weapon for frigates and destroyers. Maybe more like ~200 flux/sec ~300 burst dps and ~500 range. A high rate of fire could make it less effective vs armor to keep it balanced. Also, at such low ranges, accuracy is not super important. If you have to get inside 500 range to use the weapon, you might as well get close enough to avoid missing, it's not like you will be kiting with it.

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