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Messages - intrinsic_parity

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2986
Suggestions / Re: Small Energy Mounts and Hard Flux
« on: June 04, 2017, 12:38:51 PM »
I was gonna make the same comment about medium energy weapons. I would even say that if you are trying to outfit AI controlled ships, the heavy blaster is risky/unviable for a lot of smaller ships, leaving only the pulse laser for assault loadouts.

I think a high rof medium energy weapon (like a plasma chain gun or something) would be nice. The low damage/shot would make it worse vs armor so it could be a bit more flux efficient vs. shields without being unbalanced which is definitely an unfilled niche.

I also think the phase lance would be better as a HE weapon. Since it deals soft flux, its really not useful vs shields, so might as well make it fit the niche of a hull/armor damage dealer. It would need some stat rebalance of course. It would actually be a lot like the HE beam weapons from the Blackrock. I really like how those are balanced although maybe a little less DPS to fit with vanilla.

2987
Suggestions / Re: New Mode Suggestion: Faction Battle
« on: June 01, 2017, 12:34:34 AM »
I like this idea, I think it would be a lot of fun, but it would probably delay the next big additions to the game by months. I would much rather have outposts and a more interesting economy.

2988
Suggestions / Re: Toning Down coronas
« on: June 01, 2017, 12:31:18 AM »
I'm not disagreeing that if you build out your entire fleet for pure exploration, you can avoid the issue in question, but that's not the only way to play the game. If you are hunting bounties, you need to bring a full combat fleet, and bounties often spawn quite far from core worlds so if you try to string multiple bounties together, you can easily end up low on supplies and far from the core, where losing bunch of supplies is fatal. There are plenty of situations where you would want a medium or large fleet and might accidentally end up too close to a corona. The point I was trying to make is that the effects are very pronounced, very sudden and sometimes unavoidable and that does not make for a very good mechanic. Sure if you build out your whole fleet to avoid the effects, you can minimize them, but that doesn't solve the problem for the other half of the game.

This is also true for new unexperienced players, who could very easily stumble into a corona, lose all supplies and more or less lose campaign in just a few seconds. Supply management can be tricky in general and toning down ways to easily mess up will go a long way towards making it feel less frustrating. I don't personally dislike it, but there have been complaints on the forum for a while about CR and this is definitely a contributing factor.

I definitely have undervalued solar shielding because I like to run a very generalist fleet. I keep enough combat ships to handle decent sized bounty fleets. I generally leave capitals in storage unless I am hunting battle stations, but I will have 2-4 cruisers as well as 2-3 more cruiser sized carriers, and then an assortment of destroyers and frigates as well as tankers and freighters for long trips. I tend to take a bounty on the way out and then do some scanning/surveying missions and a bunch more planets surveying around the mission locations. I can easily make huge profits even after large supply and fuel consumptions are considered. I definitely have way too many ships but I make plenty of money and I can handle 2-3 ping remnant systems and large bounties which I find much more enjoyable than just scanning stuff and killing small fry. I don't disagree that it has some uses, I just wish it was a bit more useful. It's not really my main concern though, the only reason I brought it up is because it is not a general solution to the problems I have with coronas, it only works with a very specific fleet type.

2989
General Discussion / Re: Rare Finds In Space (Mods Included)
« on: May 31, 2017, 09:41:14 PM »
You could probably take them and then immediately mothball them. You should be able to make it back to port and stick them in storage until you can actually use them.

2990
Suggestions / Re: Toning Down coronas
« on: May 30, 2017, 06:02:33 PM »
I don't think the art needs to be redone. If the corona effects are gradual, then it is not necessary to indicate to the player the strength of the corona via the art. The suggestion of the CR meter changing color along with the steadily increasing supply consumption would be more than enough information for the player to safely avoid the corona without significant supply loss.


I often see (-57/day) only to lose a total of 15 or 20 supplies to a specific incident. I'm talking about diving into a corona to get at a wreck, not just accidentally grazing the zone for a moment.

With an endgame fleet and no solar shielding you can easily lose hundreds of supplies from a very short trip into the corona. I even had the industry skill that was supposed to reduce the effects of coronas (although I suspect it may have been bugged).

As long as you are covering your highest maintenance ships with solar shielding, you are pretty safe from hemorrhaging supplies. Most tankers, crew transports and frigates cost a comparatively tiny amount of supplies to restore CR (and frankly, most of your civilian flotilla can be filled out with shoddy, d-class hulls saving you even more supplies), so you're pretty safe leaving those unshielded...

The issue here is that the ships you've said don't need shielding (d-hulls and civilian ships) are the ones that can afford to give up some OP since they are either expendable or they don't see combat. The high maintenance ships are the going to be the combat focused ships that need all the OP they have and more. 20-30 OP on a capital or cruiser is just not going to be available most of the time if you want a good combat focused load out.

2991
Mods / Re: [0.8a] Unknown Skies v0.2 (15/05/2017)
« on: May 26, 2017, 08:48:53 PM »
I found a lifeless planet that was habitable with organics and farmland
Spoiler
[close]
seemed a little odd.

2992
This seems like it is encroaching on the part of the game that outposts will occupy

2993
Suggestions / Re: QoL: System markers for interesting locations
« on: May 22, 2017, 10:12:01 AM »
Even if the icons for the warning beacons on the star map were colored to indicate which type of system it was, that would be nice, but leaving notes would be optimal.

2994
Suggestions / Toning Down coronas
« on: May 21, 2017, 11:48:31 AM »
It would be nice if the coronas were more gradual. Sometimes for big stars, you can't even see the star and can't clearly see the edge of the corona and then you are suddenly losing 100+ supplies per day.

I have the skill that is supposed to minimize the effect of coronas but it doesn't seem to do much (It might be a bug, I have also noticed since I got it, the neutron star beam thing does nothing to my fleet).

The solar shielding hull mod also seems super useless because you would need to put them on the majority of ships in your fleet to get a significant effect which is not worth the op, even for an exploration focused fleet. Maybe if the hull mod had a fleet wide effect, might be worth throwing on a few ships. Or if you had the option to send a detachment (http://fractalsoftworks.com/forum/index.php?topic=12247.0) so you could have solar shielding only on the ships dedicated to going into coronas.

2995
General Discussion / Re: .8 feedback thread
« on: May 18, 2017, 04:34:42 PM »
I nerfing the regen rate of DF charges and adding a significant delay (5-10) seconds between uses of the damper field would go a long way towards balance. I don't mind the damper field getting ships out of a sticky situation, its just bad when they can get out of a bunch of consecutive sticky situations. Maybe have reduced flux dissipation or prevent hard flux dissipation while damper field is active? It seems like the mora is able to use DF and then use shields to hold out until DF is ready again, and just continually avoid damage. Giving the player a decent window to do damage is all that needs to happen I think.

2996
Suggestions / Re: Stronger [Redacted]
« on: May 18, 2017, 11:31:35 AM »
I agree that the fleets don't scale well into endgame, but this is mostly because they lack powerful capital ships to challenge an end game fleet. I don't think the ships need stat buffs, they are already fairly threatening to an early-mid game fleet. There just needs to be some extra end-game content. I also agree that single ping systems are not scary enough.

2997
Suggestions / Re: Don't base bounty fleet composition on Faction.
« on: May 18, 2017, 10:10:33 AM »
I agree, it would make more sense for factions to place bounties on fleets from factions they are hostile to in addition to defectors and pirates and stuff. Hegemony could place bounties on tri-tachyon fleets and stuff like that. It would be a cool way for the player to obtain ships and tech from hostile factions.

2998
Splitting up the independents into several factions is a very slippery slope, considering for example, bounty hunters could each have their own reason whether or not they'd go for a bounty on your head, eg. the bounty was put up by Pirates.
This is why I described a bounty hunters guild. All bounty hunters are not necessarily part of the guild, but the one who are have an agreed upon set of rules, such as staying independent of political conflicts, and not engaging in piracy. Lore wise it's not hard to justify. If you've played the escape velocity series, thats how they dealt with these things. It worked very well.

Quote
I really don't have a good answer myself. Everything I try to think of starts simple, and ends up a complicated mess. Because let's say you *** off the authorities on Independent planet A? Independent planet B is halfway across the populated sector, is a backwater shithole and can't afford to refuse the business you might bring, or might not even care in the first place. How do you emulate this without going down the route of making each independent planet and station its own faction? Is that necessarily a bad thing?
This is what I was talking about with the planet wise relationships. You kill an independent in that system.The independent stations in that system and maybe neighboring systems now are mad at you. As systems get farther away, the effect is lessened, so two or three systems away, they might only be suspicious, and on the other side of the sector, the effect might be minimal. You could also have an over-all relationship with the faction, which the planet-wise relationships would decay to over time.

A scenario that might play out is:
You start with a relationship of 50 with a faction on all planets and the overall faction.
You get into a fight with a patrol over a scan or something.
Your relationship in that system goes to hostile (I think it's -50).
The neighboring systems go to -40 or something like that.
Further out systems have less of a penalty, the furthest dropping to 0
Your overall faction is now the same as the relationship with the capital system of that faction, lets say that was -15 because it was fairly far away.

You then go to a different factions systems for a significant amount of time, when you come back, you relationship with all faction planets will have decayed to the overall faction relationship of -15.

You could simplify this by getting rid of overall relationship and just having planet-wise relationships. Some of the mechanics are already kinda in the game with the station commander relationships. This would be similar to making patrols and stations in a system behave based on your relationship with the station commander rather than the overall faction relationship.

It's certainly not simple but I think it's intuitive enough. Nearby planets hear about your actions more directly so their response is more pronounced, far off planets might only hear rumors so they don't react as strongly. You would definitely need a way in the map to indicate to a player what their relationship is with planet in each system is, could be an overlay or something. That UI could be tricky/messy.

The added benefit of this is that giving AI cores to a commander would not instantly improve your relationship with entire faction either. It feels more realistic in that way, your cores might get you into that port but not the whole faction. Giving cores to the capital would help a lot more than a tiny backwater, etc.

2999
Suggestions / Re: Remnant Bounties
« on: May 15, 2017, 10:49:04 PM »
Yeah, I think my memory of those systems is colored by the massive loot drops of the battle stations, it would be nice if the decent sized fleets dropped more cores as well.

3000
Suggestions / Re: Remnant Bounties
« on: May 15, 2017, 10:38:16 PM »
The loads of AI cores you can get are worth it on their own, the battle stations drop easily a million credits worth of AI cores.

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