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Messages - Terethall

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136
Suggestions / Re: Allow Players to View Starship Market
« on: October 02, 2019, 03:25:29 PM »
I don't know, I think it would be more aggravating if you saw a ship was for sale, flew to the market, and then it was gone by the time you got there. I agree global commodity price data (actually just top and bottom five market data) being present can be presented as analogous, but I don't think it is. I think there's an RNG lootbox reward feeling that comes with spotting e.g. a pristine Tempest for sale on the black market when you open the fleet page while docked at a planet, which would be lost if you just made a mental note to check the global listing of all ships on the first of every month to see if you want to buy some. Commodity pricing is different -- commodities don't impact combat directly like ships do. You'll note you ALSO can't look up weapons, mods, and LPCs -- you have to open the markets and when you spot that weapon or mod or LPC you've been wanting, it's exciting.

I also think colonies kind of ruin this feeling of excitement and that spotting rare items on the market needs to be kept important somehow as it's core to early/mid game motivation.

137
General Discussion / Re: Nanoforge
« on: October 02, 2019, 09:08:19 AM »
Damn, I read somewhere that there are always at least 2 cryochambers in each galaxy, guess I'll have to raid a 12k planet then...

I've also always found 2 cryosleepers, but I've never done a small sector -- so that may only be for normal size.

Anyway, just raid for them if you really want them. After the expeditions and inspection fleets start hitting your colonies you'll feel pretty justified decivilizing the core worlds.

138
Suggestions / Re: Allow Players to View Starship Market
« on: October 02, 2019, 09:01:34 AM »
You have the balance convenience with the feeling of excitement that comes with checking a market though. Why not just have every ship for sale all the time at every market? ...
...okey, lets use save/load, it is boring to use save/load...

Um... Yes, obviously. That's why Ironman mode exists. Is this not something most people agree on?

Save/load is good for new players who are still learning the game -- I'm not arguing it's a bad feature. But after you get how the core systems work, save scumming makes the game feel completely pointless and erases all tension and leaves it suuuuper boring. Ironman is vastly more interesting.

139
Suggestions / Re: New combat terrain - upper atmosphere
« on: October 01, 2019, 03:35:28 PM »
A new terrain type for combat, triggered when one of the fleet being engaged is sitting on top of the boundaries of a planet's graphic if the planet has atmosphere

-No zero flux boost
-ships and missiles experience drag
-increased missile tracking due to using atmosphere to assist maneuvers
-slightly reduced flux dissipation due to atmospheric interference

The basic idea is neat, but the physics already act like there's an atmosphere in a lot of ways, so I'm not sure about these specific effects.

I'd assume smaller ships with aerodynamic designs would have a comparative advantage -- maybe effects based on hull class? Good luck flying a paragon around in even a thin atmosphere.

I've long thought that a "bombing run" battle style should be used for bombardment. Same basic battle framework, but instead of/in addition to defending enemy fleets, you have intermittent anti-aircraft fire (if heavy batteries are present at the colony) in the form of missile/flak/etc weapons discharging while your fleet bombards targets. Bombarding a target would be like defeating a tiny, stationary space station in the battle map. So basically a station battle with a lot of tiny, non-rotating stations, and an extra modifier than penalizes bring the giant ships players usually use to wreck space stations.

140
Suggestions / Re: Allow Players to View Starship Market
« on: October 01, 2019, 03:22:44 PM »
You have the balance convenience with the feeling of excitement that comes with checking a market though. Why not just have every ship for sale all the time at every market? Prices determine balance, that would just be QoL, right? But in reality flying around to check markets is a core reason to travel around in
the early game. Getting excited because you found a ship you were looking for is fun. Just knowing all the ships in all the markets all the time would mean having to actually fly there to buy it is a chore. Meaning that all ships should just be for sale at a central market for delivery to the player at all times. Boring.

141
General Discussion / Re: Colony Markets and Colony Ship Storage
« on: October 01, 2019, 03:17:36 PM »
Hey,

Is there a way to tell what specific industries a colony has without actually visiting it?  For example, if a mission pops up that needs 800 Fuel, can you tell what planets/stations have an industry that supply said product to their market?

Also, does assigning ship to one of your own colonies storage, then allow it to be used in the colony's defence?

Thanks!

You wouldn't want those pirate raids disrupting your spaceport AND wiping out your fleet storage, would you?

142
General Discussion / Re: Nanoforge
« on: September 30, 2019, 03:32:53 PM »
Yeah, I'd save one or two before I started selling them. Same for synchrotron cores.

143
General Discussion / Re: What's AI good and bad at?
« on: September 30, 2019, 03:20:37 PM »
Others have all made great points, but I'll add that in general in my experience the AI is both good and bad at kiting -- it seems like a binary where ~90% of the time, a fast ship will decide to kite slower ones, diving in for attacks and then retreating to vent/dissipate... But sometimes the AI seems to be like "eh f*** it" and flies a super fast ship right into the center of the enemy fleet. This, from the same ship with the same build and officer, in subsequent battles against the same basic enemy (e.g. pirates or Remnant).

It also tends to waste missiles on low value targets, or use too many/too few based on the defenses of a given target (like launching tons of sabots vs a frigate, or dropping reapers on a 0% flux Atlas Mk II. It's superhuman at aiming missiles though.

144
General Discussion / Re: Tutorial thoughts.
« on: September 30, 2019, 03:08:31 PM »
Opened this thread expecting to find some thoughts on how to improve the tutorial - which, to be fair, it certainly could be.

Thank you! <3

Literally the only place reasonable people get stuck is not realizing they need to quicksave in order to progress it. Everything else about it is perfect. There are plenty of guides online for the esoteric stuff (like colony optimization) and most of the fun in the game is with experimentation and exploration anyway.

145
General Discussion / Re: Take a rep hit for too much cargo!
« on: September 28, 2019, 03:02:05 PM »
Do scans remove AI cores anymore? I've noticed that they don't anymore, but I cannot find the version where it was changed.

I've been caught without any shielded holds and with tons of cores and never once had them removed, since 9.1.

Generally I'd love to see something more serious for being caught trading on the black market, like a credit fine equivalent to the tariffs you didn't pay on your last visit, or something like that. Some kind of risk to go with the massive 30% reward of black market trades.

146
General Discussion / Re: Take a rep hit for too much cargo!
« on: September 27, 2019, 11:52:46 PM »
If anything the penalties for black market trade are pretty toothless. I never even consider the non-black markets, other than to check them for mods and weapons I want in the early game, or to buy out their fuel and supplies once my fleet has become a space locust swarm of capital ships devouring the supplies and fuel of every system I pass through. The worst thing that happens is a few points of rep here and there; easily made up by doing a few bounties or exploration missions here and there. I've been caught with suspicious amounts of cargo tons, and somehow I also always pass scans even with a dozen AI cores in my holds too. I generally don't ferry other contraband around for too long before selling or storing it.

147
General Discussion / Re: How do deal with shield fighter swams
« on: September 27, 2019, 01:13:19 PM »
ok thx i see the problem now flaks are really not that impressive vs shield fighters, and i tend to use smaller ships so that if they do get behind my ships i am in trouble, but bigger ships has less problem with that.

Basically -- think of fighters less as missiles and more as very weak and nimble frigates. You wouldn't rely on two vulcans to kill a Hound or three PD lasers to kill a Kite, so don't expect one of them to kill a fighter. Frag damage type is useful for things without shields and armor, so missiles, some of the weakest fighters without shields, and in special use cases, larger enemy ships after armor is stripped (locust is actually a decent finisher for this reason).

Non fragmentation PD is generally more expensive flux wise and OP wise when comparing on raw dps, though, so it can be useful to have a mix . Though generally I think everyone agrees that the burst PD laser is the best all around due to balanced damage type, high armor pen, reasonable flux ratio, accuracy, and range, even with a high-ish OP cost...

148
Suggestions / Re: Max ships in fleet limit. U.D. And ECM.
« on: September 26, 2019, 03:50:00 PM »
A big problem is that capitals are somewhat balanced around a low fleet cap to help make them efficient by the fleet slot measure, especially the logistics capitals. When you consider their role and impact on fleet speed, fuel, and sensor profile, anyway. No slot cap also makes weird 12 tug 20 base burn fleets possible uncomfortably feasible. I mean it's already possible but you'd eat up half your slots with tugs and Prometheuses to carry all the fuel which hurts it a lot more than its raw fuel cost does. 

This could obviously be fixed by just improving the efficiency of capitals and making tugs more expensive though.

149
Suggestions / Re: Going dark should require a double press if your IFF is on
« on: September 26, 2019, 03:39:42 PM »
That makes sense -- I was thinking your original post included when entering a system with it ok. Maybe a general transponder status reminder when transitioning between real and hyper space, regardless of its status and the method and direction of transition? Which could be turned off in the settings for players who were annoyed?

150
Currently PD just shoots whatever is closest. Which is horrible target prioritization outside of simpler cases.

Giving player option to configure PD fire priorities would provide optimal performance, but would probably be too powerful and in conflict with other design decisions (flares subvert PD fire control, spammy missiles providing cover to high value ones is at least partially intentional).

Agreed -- I wouldn't want it to have perfect prioritization, I'm just talking about ignoring anything not on a trajectory to hit the ship, and not turning toward the ship. Which leaves spam and flares useful but stops the PD from just looking dumb.

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