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Messages - leonvision

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31
General Discussion / Re: Slingshot
« on: March 27, 2012, 08:19:54 PM »
incase you were wondering, he was refering to the idea of gravity assist or orbital slingshot, shown here http://en.wikipedia.org/wiki/Gravity_assist

32
General Discussion / Re: How do I get 100% score on a mission?
« on: March 15, 2012, 05:54:41 PM »
you.. uhm...
diffcult to explain   ???

you take half damage

it only includes the ship you pilot tho, so the rest of your fleet still takes full dmg.

33
Suggestions / Re: What I think is needed: midrange carriers
« on: March 12, 2012, 08:02:13 AM »
tbh, we just need more of every kinda sized ship hulls.

i expect alex will be implementing more variety of both hulls and weapons(and other stuff) later in development, we just have to wait till he has everything core to set in slate first, then we'll get our variety we're looking for.

34
General Discussion / Re: range indicators fail?
« on: March 07, 2012, 09:54:11 PM »
I think its intended they do alot less damage past there range if i am not mistaken.

this

and even beam weapons has a tiny bit more than the range shows. im pretty sure non-beam weapons dissipate in damage as soon as they go beyond the indicated range, to almost no damage at all near the end, eg 80hull damage with a AM blaster if shot outside of indicated range.

35
sorry if im bursting your bubble, but im pretty sure I read about alex saying this game will be heavily single player orientated and may not ever include a multiplayer aspect.

36
Suggestions / Re: Store Overcrowed
« on: March 07, 2012, 08:48:51 AM »
i think crew, marines, fuel and supplies should stack up to around 25000 per slot IN THE STORE, but only up to 500 in our cargo, this should eliminate the problem.
Why?
it's the original limit, the idea of stack more is only to clean up the store and make it look more clean, the original limit should stay for within our cargo bay. besides, when alex actually puts in the cargo limit, you probably wont find yourself with more than 500 of anything until late game.

i dont object against it if alex wants to increase the stack limit, it doesnt really break the balance of the same, i dont think, seeing we get 49slots(iirc, dont quote me on this) and that's way more than we need, there's no way we can fill all of that without breaking the cargo limit. well, unless you go around collecting one of each weapon.

Much higher stacking for at least fuel and supplies would be awesome. 500 is way to low once you get a lot of ships...

are you talking about a fleet that's over the limit? i never had any problems with having stacks of supplies/fuel with a large fleet, i keep my fleets under 200 points though.

37
Suggestions / Re: Store Overcrowed
« on: March 06, 2012, 11:00:00 PM »
i think crew, marines, fuel and supplies should stack up to around 25000 per slot IN THE STORE, but only up to 500 in our cargo, this should eliminate the problem.

38
General Discussion / Re: Aurora class is awesome sauce!
« on: March 06, 2012, 09:03:45 PM »
Cyclone Reaper Launcher.

Not sure if it is from a mod I'm running or in the vanilla game though.

im pretty sure they spawn on ventures quite a bit on vanilla, if you really want them and have ludicrous amount of money to spend, you can buy a venture from a orbital station, strip the cyclone reaper launchers and sell the venture again. though doing this will cost a lot. like i spent 100k cred on 2 tachyon lances when i did this with a paragon.

EDIT:
ignore this, i got completely confused with another weapon

39
Oh, well you made it sound like you wanted to make the small hardpoints into medium hardpoints on a lasher, which I think would be a little much. But gutting a turret to make an oversize hardpoint makes sense to me.

Downgrading a medium hardpoint to a small turret would be okay methinks.

no, i was talking about the two turrets that pointing forward, not the hardpoints.

40
I think being able to convert hardpoints would be a bad idea. Stick to turrets.  :)

do u mean converting hardpoints to turret is a bad idea, or this whole thing is generally a bad idea?...

cuz i was iffy on the idea of converting hardpoint to turrets as well.

41
Nice idea actually. Introduce a SWITCH_ABLE mount type (currently we have turret, hardpoint, hidded and hangar) that can be switched from its current turret size to a 1 size larger hardpoint at a cost of 10 OPs for small and 20 OPs for medium. The hardpoint should retain the original weapon type.

The switch for the mount type should be in the weapon list menu as the last (or first) option. The representation of a switch-able mounts on a refit screen could be a circle or a hex. The hardpoint will always face the original direction of the turret mount and will have a +-2 deg arc.

Thus a lasher with its 3 small turrets could get the one pointing forward switched to a medium hardpoint for 10 OPs and get a chaingun for another 10 points leaving 30 for other equipment. BTW Lasher already has two small missile hardpoints that wont be switch-able :)

the reason i said 5OP for converting is because larger size weaponry already cost more OP to use AND you are sacrificing the ability to turn. furthermore, larger weapons also uses more flux(save missiles), which will also pose a greater risk of using, since the cost of converting the mount would have been otherwise used on capacitors/vents. converting directly increases flux usage and indirectly decreases capacitors/vents.

the reason why i said you can choose which direction of the converted hardpoint to any angle of the original turret, is because some turret initial directing is awkward to say the least. take the lasher for example, the 2 front turrets faces at around 30degree outwards for each side. it would be rather hard to use and limit the use of converting. but if one was to be able to choose the angle of the converted hardpoint(again, it's within the angle permitted by the original turret), one can choose to have them both facing exactly the direction of the ship is facing, which is generally a viable placement. again, this directly increases the flux/sec and decreases how much capacitors and vents can could have applied.

say if i DID do that to a lasher, and put two heavy mauler in the converted hardpoint. a normal heavy mauler uses 12OP but also with the cost of the conversion, it would be 17OP each. with both of them, one would be already using 34 out of 50 OP. which probably leaves only PD weapons for the rest of the mounts, and no OP for hull mods or siginificant amount of capacitors/vents.



Would be nice with this if you could downgrade the turrets aswell.

i forgot about this. thx for reminding me.


---EDIT:---
COMPLETELY IRRELEVANT BUT MIGHT AS WELL ADD IT IN:
i think the same idea of spending OP to change a mount around can apply to for example, changing from ballistic to energy mount. but this might break immersion, to some extent. it doesnt make a lot of sense, using a TT-ship with majority being ballistic mounts.

42
im thinking it might be a good idea to let players change turrets to a next size's hardpoint, at a cost of OP, per mount converted. i think thing should only work with small to medium mounts, since turning medium to large seems overpowered(imagine a tempest with 2 tachyon lance).

when it is converted, you can select at what angle it is set at, but that angle can only be within the range it would have been able to reach when it was a turret.

a new GUI element in the refit screen will need to be added for this too, since all hull mods right now is a change for the entire ship.

im not sure how much OP should it cost to convert each, but i imagine it to be around 5.

43
General Discussion / Re: How to change Hostility
« on: February 28, 2012, 04:26:38 AM »
you can reset it by going into the save file (*.xml) with a text editor, eg notepad. sorry i can remember the exact line you edit, you'll have to wait for someone with better knowledge than me. this has been mentioned in another thread before.

44
Suggestions / Re: Testing Out Loadouts
« on: February 27, 2012, 08:10:54 PM »
i support this, though i wont expect this to be implemented soon, probably not atleast until beta.

45
General Discussion / Re: Favorite Loadout for Medusa
« on: February 25, 2012, 02:09:12 PM »
2x heavy blasters, 5xLR PD laser, swap the missiles for 2 light needlers for overloading shields quickly

10 vents, 4 capacitors

i have advance turret gyros but that's just preference, since most of the ship's weapons are turrets and it helps the PD lasers keeping on fast missiles like salamanders.

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