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Messages - Shad

Pages: 1 ... 12 13 [14]
196
General Discussion / Re: 0.9a >100% Ship Quality
« on: November 23, 2018, 01:10:40 PM »
Late game you have corrupted nanoforges you don't want: I wish they could be handed similar to AI cores for massive rewards + other goodies (for example no expeditions from the faction, or a rare prisitne capital ship).

197
Suggestions / Re: Add easy way to freeze colony growth
« on: November 22, 2018, 06:10:22 AM »
Yeah, some things like techmines or or gas giants mines really need to stay small. You don't want them to grow.

198
Suggestions / Re: 10 colony mechanic overhaul ideas.
« on: November 22, 2018, 12:54:10 AM »
Some interesting ideas here

7: Repair Facilities.  Why do we have to fly around in space with a full crew in order to repair damaged ships?  Why not just drop them off in drydock and let your peons do the work for you?  Can rapidly heal regular damage (a lot easier to fix a car when it isn't, y'know, being driven at the time) and could also slowly remove major "orange bar" damage as well.  Also allows more efficient scrapping of ships, getting much more material out of them than when trying to do the same thing in space.
As Schwartz says, you can already instant repair when docked. To be competitive, this structure would need to repair for free (no supply cost).
This could also lead to players rotating out ships from storage while leaving battle-damaged ones in the shop for repairs, which sounds interesting.

Removing D-mods for free is pretty OP given the current credit cost of restoration, so if it's a thing it should only happen for ships the player has blueprints for (since in that case they can just order a new ship and use that anyway), and slowly (multiple months per D-mod for a cruiser wouldn't be too extreme).
Repair is trivialised in the game quite early on. A nearly destroyed ship can be 50% repaired for free instantly with the skill, and then it repairs to full in mere days. CR on some larger ships is a bit more time consuming, but even that's quite quick. Unless that's to change, all "repair"-based ideas will be redundant by the time a player has advanced past the very early game.

Removing D-mods could be tied to production quality, since construction is already. You place a damaged ship into a production queue pay the fee, and it comes out (after the appropriate time based on the cost of restoration) with as many D-mods as if it was produced at the planet. So 100% - fully restored, but if you only have 50% quality, it will not work with reducing D-mods below say 3. Penalty for restoring ships at non-owned/commission markets. This will also solve the semi-exploit of instantly restoring fleets at some size 3 pirate market. Cost and time could be reduced by having the blueprint for the ship.

199
Blog Posts / Re: Once More, with Feeling
« on: October 08, 2018, 03:22:14 PM »
Obviously the Diktat super-fleet was a bug.
And here I was thinking that the Dickersons were going to integrated in the vanilla...

It wasn't even that bad, it was like what, 8 capitals (not counting tankers)? This fleet could be taken out mid-late game without too much trouble.

200
Modding / Re: Hullmod request
« on: October 02, 2018, 08:33:29 AM »
Beyond that, wouldn't be too hard to put together a similar hullmod that improved flux stats instead of cargo space. But I think that would be a little strange. Can still be done if you can make some excuses for that.
You fill the entire fighter bay with capacitors and the fighter bay exit is repurposed as giant vent.

201
I love the quotes from the Starlight Cabal.
Some of those are brilliant. I got ambushed by a captain who was wearing nothing but a massive gold chain on his neck. And he had 4 Starlight Auroras.

202
Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
« on: September 24, 2018, 10:26:11 AM »
(Noted on the capital logistics ship. There are a lot of mod megafreighters already, so I'd have to think of a good angle.)
DME Freighters seem to be decent at holding their own for what they are...maybe keep that theme for the cap logistics ship?

Also, maybe make it a mix of cargo hauler and fuel hauler. Just to make it a bit more special.
A universal logistics ship does sound like DME theme. Maybe with some drone wings?

203
Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
« on: September 23, 2018, 09:36:21 AM »
Will DM engineering produce a dedicated capship in the future?!

With accompanying 6B version!?  ;D

Lovin the kormoran ( sp? ) with its batteries of mounts!! ;D

Can't wait to see more ships & hullmods from this in the future!!!  :)

Isn't the Jeanne d'Arc a fully fledged capital? It's basically an Astral, but faster and stronger.

What I really miss is a the next ship in the Puddle Jumper->Sevastopol->Kentaurus->... line. Kentaurus isn't quite cutting it for late-game carrying capacity, and due to 30-ship limit of fleet size, having multiple of them is not ideal. An alternative to the Atlas would make a single-faction playthrough much smoother.

204
Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
« on: September 21, 2018, 08:14:58 AM »
*teleports behind you* nothing personal, kid
Antimatter blasters?

I found that Borzois work well in even AI hands. The missiles synergise well together, so you can trust a couple of Borzois to reliably delete flanking frigates or a lone destroyer. They are also relatively cheap for phase ships at 8 fleet points.

205
Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
« on: September 15, 2018, 01:21:51 PM »
I understand that ships are not equal. It's just a little disappointing since it felt like downgrade and I just could not find a reason to keep it in the fleet. The ramming is fun, but the low speed and wide frontal profile really works against the Baikal (B): things can either dodge it without difficulty (frigates/corvettes), or blast it to bits through the front (since most of the front isn't covered with armor).

It could really do with having some short range built-in forward-facing weapons in the front support the ramming.

206
Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.9
« on: September 15, 2018, 12:38:51 PM »
Thanks for the update for this mod!

I have a question: What's the point of Baikal (Brone)? Compared to the regular Baikal, it:
1. Loses the built in salvage gantry
2. Loses ship efficiency
3. 3 more deployment points/supply cost
4. Loses flux capacity and dissipation
5. Loses shield arc and shield efficiency (down to a 1.2)
6. Loses speed and handling
7. Loses fuel and cargo capacity
8. Loses peak operating time
9. And even CR cost and recovery

The only things it gains are:
1. 6 extra OP
2. The ablative armor plates that cover parts (only parts, with massive open areas) of the hull.

That's literally every trait and stat worse for very few positives. Am I missing something?

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