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 - PreConceptor

Pages: 1 ... 6 7 [8] 9 10
106
Mods / Re: [0.9.1a] Adjusted Sector
« on: March 04, 2020, 10:58:41 PM »
Looking for advice on some settings.

I changed the sector settings (count, size, cellsize) to the same as vanilla but kept the width and height, it seems to generate around 3x more constellations vs vanilla which I like, but I can't figure out the best settings for Remnant, Ruins, Derelicts and Blade Breakers by comparing the mod values with vanilla.

Does anyone have recommendations based on just 3x constellations and (therefore) 3x systems vs vanilla in regards to settings for those features?

107
Mods / Re: [0.9.1a] Player Station Construction (v3.0.1)
« on: March 02, 2020, 06:56:02 PM »
Would it be possible to add file options to adjust prices and resource requirements for the various stations?

edit: so I think industries.csv does prices (maybe), but how about resource reqs?

108
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.0)
« on: March 02, 2020, 06:53:42 PM »
Any chance you can add options in the files to adjust the prices/upkeep/time-to-work of all the structures? Would be useful for people who want to make terraforming a very, very endgame thing.

edit: just looked in some files, does the industries.csv sheet's 'cost mult' and 'upkeep' columns correspond directly to credit cost/upkeep and will it affect anything else if they're changed?

109
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: March 01, 2020, 08:16:21 AM »
Any news on a solution to the gen issue?

110

1) Currently - no. Which one would you like to see?

Now that I think about it, forget I asked. All the ones I can think of have kinda unique origins and making them by VPC wouldn't really make sense, things like Shadowyards High Capacitance Storage or HMI's Nanite Mass

111
Patrol fleets order you to give up extra-legally acquired ships and commodities, even if not an illegal commodity and order you to pay a fine in addition to hitting your rep

Shiny new Heron fresh out the back alley bazaar? Confiscated
Supplies bought on *special* discount? Confiscated
Duty free fuel? Hand it over
Not friendly with the faction that caught you not paying your VAT? Pay a fine or die, scumbag

Truly terrible, I need it.

112
Suggestions / Re: Fighter nerf when swarming a target
« on: February 29, 2020, 02:50:45 AM »
Could do any of: nerf replenishment, nerf individual fighters that stand out too much, rework Expanded Deck Crew  hullmod, buff AoE.

Nerf replenishment - just bring more carriers to swarm, or carriers become too easily depleted of effective offense/defense and just sit there for half the fight
Nerf individual fighters - nerf whack-a-mole until they're all useless
Rework expanded deck crew - just bring more carriers to swarm
Buff AoE - any PD that isn't Flak becomes useless

Or - fighter swarms become less effective and easier to sweep down when threatening a target, targeted fighter strikes more desirable, smaller ships less helpless against carriers thus carriers need escorts more often, fighter vs fighter balance maintained, fighters and non-flak PD still effective, carriers still interesting to play

113
Suggestions / Fighter nerf when swarming a target
« on: February 29, 2020, 02:22:19 AM »
Idea: potential nerf to fighter spam by either:

> Reducing the damage individual fighters deal/a target receives the more friendly/enemy fighters nearby
and/or
> Increasing the damage fighters receive/a target deals to fighters the more friendly/enemy fighters nearby
alternatively
> Base the penalty/bonus on the number of wings targeting the ship, thus retaining fighter lethality against untargeted close-in enemies

> Fighters not affected by proximity of or targeting by other fighters
> Low initial penalties, ramping fast as space around a target becomes more 'crowded'
> Threshold before fighter penalties start applying lower for smaller ship classes (fighter swarms less effective against frigates/destroyers, they're smaller/more agile so it makes sense for balance and fluff)

Thoughts?

114
All sounds a bit high-brow for me. I don't know how you'd explain this to the player in a concise and comprehensive way. I will say I like the idea of ECM reducing unmanned fighter range as well as weapon range, but it's a bit weird and might get noodly, again, when trying to explain that to the player.

It could be explained in a tutorial, just like how everything else should be. It could also be explained in the descriptions for the EW/CM skills and the ECM Package/Nav Relay/Ops Center tooltips.
Also I think that without the other changes or a bump in the number of enemies that use EW, drone engagement range being the only penalty doesn't actually address carrier supremacy, only serving as a situational nerf to large Remnant fleets and player drone swarms.

Is there any particular reason for unmanned fighters to have these penalties? Besides Sparks, none are overpowered or displacing other fighters in their niches, so it's not for balance reasons. If it's just so, I don't think it's necessary for all drone fighters to have. Some rare, strong ones could perhaps have a flaw unique to them, but giving all drone fighters such a disadvantage is mostly fluff for 5 fighters, out of two dozens.

I'm not just thinking about vanilla drones. Drone EW range penalties is based on fluff, but it's fluff with a purpose. Unlike the 'crew per fighter' stat, which is fluff, since there's no real reason to care about it. Giving the drones a long range penalty and slight short range bonus would work together with an EW range penalty to differentiate them from crewed fighters. Again, tag or hullmod to exempt certain wings if needed.

The biggest issue with your idea per se is that this would semi-force players into taking Electronic Warfare 1, if fighting Remnants. I think EW isn't really common for other fighters, but Remnants do typically have it. On the other hand, all ships contributing to ECM rating, except carriers, and ECM affecting fighter performance could be an interesting anti-fighter spam balancing mechanic.

In order for EW affecting fighter performance to have an impact on fighter spam, more factions would need to employ it, and I think they should since max level EW against a no-EW fleet is so powerful, same deal for CM, 25% global speed boost is huge. Having enemy EW and friendly CM be a serious consideration for the effectiveness of carriers when fielding them, while making carriers themselves contribute less to EW/CM and benefit less from EW (especially in the weapon and only-a-penalty-to-fighters department) means that a carrier-only fleet would become a dangerous prospect against an EW/CM using opponent as an enemy fleet having higher weapon range and/or speed while your carriers don't and have less effective fighters would be a serious problem, thus requiring more deployment points to be spent on ships to protect and screen the carriers, or more ordnance points to be spent on Nav Relays/ECM Packages/Ops Centers, thus indirectly addressing the fighter spam. Also, a tag to exempt ships that aren't primarily fighter based. Basically I'm glad you like that part, I should have made that the meat of the OP.

115
Cool mod, really like the idea of VPCs, very thematic.

2 Questions -
1) Do you plan on adding VPCs for modded commodities if they're present in a game?
2) What's the 'AI-mode for non-player controlled markets' in the change log referring to?

116
Suggestions / Drone range penalties and some other small(?) carrier changes
« on: February 28, 2020, 06:40:47 PM »
Suggestion: giving any fighter with a crew of 0 (i.e. drones) a lower combat effectiveness (damage dealt, damage taken, autofire accuracy, etc) the further away from their parent carrier they are (based on bands corresponding to their maximum engagement range) and possibly a very minor boost when close? I think this would help differentiate and balance drone wings against crewed ones, and would make thematic sense given control lag, while crewed fighters remain equally effective no matter the range.

Vessels with Automated Ship could be exempt, and a tag or hullmod (like 'Advanced Control Systems') could be used to exempt a drone wing from these penalties if necessary.

Electronic Warfare could also be made to negatively affect fighters directly, drones doubly so (no bonuses) with damage dealt and received penalties, and possibly have carrier hulls (hulls with a fighter bay) contribute significantly less (maybe half) to EW rating, or not contribute at all if we're thinking real harsh, maybe even be doubly affected by negative EW and half as much by positive EW, again with a tag or hullmod ('Secondary Carrier Capability' or something) to exempt a hull if it wasn't primarily a fighter platform. Perhaps Coordinated Maneuvers could also be made to not be boosted by carriers. This would mean carrier fleets would often need to deploy non-carriers to support them instead of more carriers. Nav Relay/ECM Package functions as normal, ECCM would restore normal weapon range penalties on carriers. Ops Center could restore hull-size contribution to EW/CM on carriers

Bullet Points -

> Drones worse at high range, slightly better close-in based on % range bands
> Tag for exemption purposes (i.e. built-in PD drone)
> Crewed fighters unchanged at range and close-in
> Alternative lite option: hullmod for fighter that gives them an effectiveness penalty at further engagement ranges (% based)

> Ship has no bays > Behaves as normal

> Ship has bays > Has exemption (i.e. not primarily carrier, or Automated) > Contributes to and affected by EW/CM as usual > Fighter effectiveness penalty when enemy wins EW, drones affected twice as much by penalty

> Ship has bays > No exemption (i.e. dedicated carrier) > Does not contribute to EW/CM > Fighter effectiveness penalty when enemy wins EW, drones affected twice as much by penalty > Gets 1/2 weapon range from winning EW > Weapon range penalty twice as much from losing EW > ECM/Nav adds normal contribution to EW/CM > ECCM restores normal weapon range penalties > Ops Center restores hull-size EW/CM contribution

> Tag to exempt wing or ship from EW penalties if necessary

Just some quick thoughts, what do you think?

*EW = electronic warfare
*CM = coordinated maneuvers

117
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: February 26, 2020, 01:31:42 PM »
another 'good' gen

[attachment deleted by admin]

118
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: February 26, 2020, 01:31:07 PM »
another bad gen

[attachment deleted by admin]

119
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: February 26, 2020, 01:30:15 PM »
and a no JP gen

[attachment deleted by admin]

120
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: February 26, 2020, 01:29:48 PM »
heres a good gen

[attachment deleted by admin]

Pages: 1 ... 6 7 [8] 9 10