Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - BringerofBabies

Pages: 1 ... 5 6 [7]
91
Suggestion: Add a 0 OP hull mod to flag ships to keep reputation while mothballed, call it "Museum Ship" or something.

92
Bug Reports & Support / Re: [0.9.1a-RC6] Crew CTRL-Click Behavior
« on: May 14, 2019, 05:08:31 PM »
Hmm, even if everything is rounded down, if it is rounded too late it could cause this problem. For example, a capacity of 30.5, currently filled with 50 units:
Real capacity would be 30, but if the Ctrl click behavior went from the original capacity instead of the real capacity, then the amount to remove would be (50-30.5), or 19.5, and would be rounded down to 19, leaving us with the 1 over capacity still.

93
Bug Reports & Support / Re: [0.9.1a-RC6] Crew CTRL-Click Behavior
« on: May 14, 2019, 04:32:17 PM »
I don't have a save, but previously I saw this for both crew and fuel (in a modded game, but I don't think anything would have affected this). I heavily used the hull mods to increase storage capacity, so I assumed it was a disagreement about how things are rounded.

94
Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 12, 2019, 12:22:30 PM »
Not knowing what improvements Sundog currently has on deck (this may already be solved!), the damage taken calculation could be based on either damage that has not been mitigated by armor, or based on damage taken vs overall hull available, so that you only get penalized for taking too much of a beating, rather than the beating you were designed to take. Both should scale well with ships that have more shields than armor as well.

95
Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 07, 2019, 07:16:55 PM »
The issue with perverse incentives and scrapping ships with negative traits is more an issue for the first trait that a ship receives, not so much later ones. This is because: 1) its always the strongest trait, so will keep getting worse.

Disclaimer: I haven't tried this mod and have only been following it via this thread.

An idea to specifically handle this issue with negative traits would be to make the first traits not always the largest, instead picking a random trait to enhance upon ranking up. To do this though, you would have to allow for traits to skip ranks, which may feel too unpredictable. I believe the logic for this would be:
  • For each rank with an empty trait slot to be filled (starting from the highest rank), pick any current trait of lower rank and enhance it (opening its former slot to be filled).
  • Repeat step 1 until no slots remain to be filled.

There would definitely still be a point where scrapping the ship is for the best, but it should be after a few more traits are added so that you get a better overall picture of what the ship would/could look like, instead of being sure of its one greatest flaw. A potential downside would be seeing a Paragon that you've been building up for a while have a minor quirk of reduced range turn into legendarily reduced range. Applying similar limitations from choosing new traits to choosing traits to enhance should make this more reasonable for players, but require more data tracking. Without knowing how your code is set up, I would guess that having "normal", "excellentOffence", "excellentDefense", and "excellentOffence/Defense" buckets of XP gained would allow you to track overall success with a ship for the current selection limitations.

Pages: 1 ... 5 6 [7]