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Messages - Flunky

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31
General Discussion / Re: Commission welfare
« on: April 03, 2021, 08:15:16 PM »
Planets should have vastly more supplies and fuel on hand. That's just a QoL issue, I don't understand why I need to visit multiple planets and empty every market on them to get enough fuel/supplies.

Highly agree on this, it's weird that having a mid-sized fleet (no capital ships, even) requires emptying out both the regular & black markets of several worlds of supplies in order to go on a long expedition.

32
In my game I'm tech-mining an expansive ruin and in the first ~6 months gotten a couple of blueprints, a gamma core or two, and a number of rare weapons & LPCs.

33
Mods / Re: [0.95a] Internal Affairs v1.0 - One-Mission Minimod
« on: April 03, 2021, 02:33:54 PM »
I vaguely recall this being a bounty issue in general, but I had this magically complete about halfway to the first objective. Hopefully I didn't miss much juicy writing, at least?

34
Apologies if this has been mentioned before, but the 0 flux bonus enemy fleets can sometimes get ("Blockade Runner") interacts kind of... iffy with Safety Overrides ships, especially ones with officers. Like, cruisers with 200+ speed sort of iffy. Pathers in particular can make for pretty zany battles if they roll a fleet with a significant bonus to 0 flux speed, given the number of SO ships they generally have.

35
Mods / Re: [0.95a] Fluff's Ship Pack 0.2.1
« on: April 01, 2021, 10:00:26 AM »
One thing the Collier has going for it is being a frigate-sized non-civilian salvage gantry. Not having to take militarized subsystems is pretty useful with the current Auxiliary Support skill, as you don't have to waste the points on e.g. a shepherd.

Haven't really used the other ships much at this point, but I can say I'm having trouble finding a good use for the Light Machine Railgun - while the range is a little better than a machine gun, it's still short enough that just taking machine guns is overall more useful. Maybe 450? 550 would definitely be too close to the autocannon and even 500 would probably be too long for its firing style. 450 would overlap with heavy machine guns, which could give it a nice niche as a complementary light version.

36
Mods / Re: [0.95a] The Asteroid ship pack 1.2a
« on: April 01, 2021, 09:18:16 AM »
Asteroid ships are incredibly maneuverable, which for the bigger ships is a little zany. Are they intended to be able to turn on a dime and go from full speed to full reverse quite so rapidly? The maneuverability, combined with the big hull values, make them quite the nuisance.

(And wait, Rule the Waves 2 has a modding community? I had no idea, and need to give that a look.)

37
Mods / Re: [0.95a] Arma Armatura 1.4.3c
« on: March 31, 2021, 11:26:16 AM »
So I picked up an Einhander Experimental from salvage and it's currently missing a description. Intended that I should have found one that way?

(Running it in a militarized Gemini for TV-ish authenticity, and turns out to be an excellent combo.)

38
Bug Reports & Support / D-mod restoration description correction
« on: March 31, 2021, 11:12:44 AM »
Not really a bug, per se, but the description of d-mod restoration at a dock refit could maybe use a brush-up. It currently says they "can only be removed with a full restoration at a dockyard," but the new Field Repairs skill provides an alternative method. Considering how much restoration can cost, I'd suggest it's worth giving a heads up to newer players about the skill alternative.

39
Had a relatively minor bug with this -- was fighting a [REDACTED] fleet in a battle with a detached module point, and found that once the battle ended I had to destroy the (currently friendly) module to end the battle.

The enemy fleet captured the module first, then I later took it, if that makes a difference.

And while I'm here, kudos for this mod! Very nice indeed.

40
Bug Reports & Support / Typo in tac bombard mission
« on: March 28, 2021, 08:20:28 PM »
Got a bar mission from a hegemony rep to do a tactical bombardment of a pirate core settlement; works fine but the post-bombardment message has a wrong reference, looks like.

Quote
$entity.name fills your bridge tactical display, a spatter of hollow icons representing dead targets. The last one blinks out, and with that your mission parameters are fulfilled.

[underline added to highlight the issue]

41
Mods / Re: [0.9a] Mayasuran Navy 8.1.9
« on: May 03, 2019, 10:06:15 AM »
The tooltip shows increased supply cost to deploy, but the actual DP cost measured at the bottom of the window when deploying ships only increases by the base amount instead of the modified amount. Again, same as (D) mods (in order to prevent 20 DP onslaughts or silliness like that).

That said, I wouldn't say blatantly overpowered but I haven't had much time to spend with their ships (just a couple of recovered blueprints).

42
Mods / Re: [0.9a] Mayasuran Navy 8.1.9
« on: May 03, 2019, 09:29:07 AM »
One bit regarding all the discussion of Mayasuran (M) ships that I don't think I've seen addressed: the increased supply cost of deployment does not actually increase the DP cost to deploy, just the cost to supplies to recover the CR after battle. So you're not actually fielding fewer ships unless you lack the supplies to pay for it.

At least, that's what I'm seeing right now in game alt-tabbing back and forth. Same deal with (D) mod ships in vanilla - they're cheaper to deploy, but you can't actually field more at once.

43
Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 02, 2019, 07:19:12 PM »
I haven't yet fiddled around with the mod, so take this with a grain of salt, but I think it'd be interesting to have certain good traits associated with getting battle damage (but surviving) and certain bad traits associated with getting through unscathed.
This could make sense thematically and I do think it could be interesting, but I wouldn't want to encourage players to get their ships damaged in the hopes of getting certain traits. I think players should be rewarded for playing effectively, not ineffectively.

Fair point. And, having now played with it a little bit, seems to be enough of a chance to get negatives when doing fine (and vice versa) that one can get the story of a complacent or determined crew even if that's not the actual mechanic. Works for me.

Additionally, having looked at the options and thinking about others' comments: would it be possible to make it a three point chance of malus plot rather than the two currently? E.g. instead of "chanceOfMalusAtNoHullLost" and "chanceOfMalusAtHalfHullLost", it could be a 0->33->66 sort of thing or the like? Having the chance get more severe as the ship gets closer to being disabled might offset alleviate the low/high-tech disparity, given their relative armor and hull levels.

Also, because I forgot to say this the first time: great mod, thanks! Even with just a bit of playing I'm finding little stories coming together with this.

44
When fighting (and using but not piloting) larger Kadur ships myself, I find that AI ships that have enough shielding to shrug off the initial kinetics and enough speed to close in at the first clash of a battle (when the Kadur ships are still moving forward to engage) can end up a nightmare for those larger Kadur ships.

Makes it pretty easy to take down Kadur opponents if one has nice high-tech ships, or especially a good strike vessel in the player's hands. Just pounce 'em while your flux is low and bob's your uncle. (Not always that easy, of course.) Since high-tech seems to be a pretty popular option among players (I think?) that means Kadur seems weak.

It's a viable and interesting playing style linked to the ship system, but I don't really trust the AI to use it that well.

There's also the issue of how well they handle fighter spam, but arguably most factions are weak to fighter spam these days.

45
I find that Kadur weapons do have a nice niche, but don't seem to mesh that well with the larger Kadur ships - a more rearwardly-mobile ship can take advantage of their standoff ability, but there are too many ships that can quickly get in the faces of AI-piloted Kadur ships. The weapons are (sensibly so, given their other advantages) not good at the close-range punches that Kadur ship systems often are geared to do.

That said, I'm currently running with a 4 jezail / 2 heavy mortar Falchion that works decently well. The smaller Kadur ships still have enough maneuverability to take advantage of their top speed for skirmishing.

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