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.

Topics - SonnaBanana

Pages: 1 ... 6 7 [8] 9 10 ... 14
106
Is this intentional?
Automated Ship fleet total DP is 35 so Automated Ships skill gives 86 max, Max CR of an Automated Ship with Reliability Engineering's bonus (75 default + 15 so should be 90) does not exceed 86.

107
Suggestions / Compromise skill progression idea
« on: April 01, 2021, 08:42:29 PM »
If a player has even-number (zero-included!) of skills in an aptitude, then they get to pick any skill in that aptitude they want.
If a player has odd-number of skills in an aptitude, then they get a random skill in that aptitude.

Cross aptitude purchases are not counted, a player with zero Industry and Combat skills making an Industry skill purchase and then a Combat skill purchase wouldn't get any random skills.


108
Suggestions / Reverse the contact and faction rep gain rates
« on: March 30, 2021, 10:49:23 PM »
It doesn't make sense that gaining rep with something as complex and labyrinthine as a faction is easier than with a single person.
Make contact rep gains fast while faction rep gains slow.

109
Apologies, Ironman save is way far beyond the time of event.
I managed to find a 2 D-Mod Atlas and had it restored at a planet dock. After three months, I get a notification saying that Field Repairs had removed a D-Mod (Degraded Drive Field) which was no longer there.
The glitch didn't change anything about the ship's stats, it still has the normal max burn of a normal Atlas.

110
It auto-assigns meatbag officers to Automated Ships.
Try unassigning all officers and start reassinging officers on (non-automated) ships, you should see it happening.

111
nuff said   :P

112
Suggestions / (Ship mounted) Atropos buffs
« on: March 08, 2021, 07:07:59 PM »
Increase the range of both single and rack to 1800.
Make them drop decoys/flares when targeted.
Rack capacity:  2 -> 3
Rack OP: 4 -> 6

113
Suggestions / Carriers debuff
« on: March 01, 2021, 08:14:39 PM »
Reduce fighter replacement speed by 25% if moving.
Another 25% reduction if over 30% flux.

114
Suggestions / Make defense drones far more common
« on: February 28, 2021, 08:19:59 PM »
Make stations have 2/4/6 of them depending of their level, they're supposed to as cheap as Lashers aren't they?

115
Suggestions / Dedicated anti-Cruiser/Capital weapons
« on: February 15, 2021, 08:46:17 AM »
Can we have more normal (non-new enemy) dedicated anti-Cruiser/Capital weapons, whether they are slow inaccurate powerful weapons or weapons with damage scaling?
Or even way weirder stuff.

116
Suggestions / Elite skills receiving bonuses from hullmods
« on: February 04, 2021, 10:54:25 PM »
If an officer with an elite skill is assigned to a ship with the accompanying hullmod, there could be a minor bonus provided.
Eg: Officer with Elite Target Analysis assigned to a ship with High Resolution Sensors does 10% more damage to shields and armor.

117
General Discussion / Big surprises remaining for 0.9.5a
« on: February 03, 2021, 07:51:57 PM »
Excluding the 14 new "superweapons", the new enemy and the new stories/missions, are there any big surprises left for 0.9.5a?

118
General Discussion / Guessing the 0.95a progress
« on: January 28, 2021, 08:08:33 AM »
I think Alex has done all the major mechanic and code overhauls.
Now all's left is QOL and Story/Art.

119
This idea
1: allows players to risk logistical ships for tactical advantage
2: forces players to choose arm their logistical ships or mounting more hullmods on them (even better if permanent logistical hullmods don't count towards the two logistical hullmod limit!)
3: makes AI use more logistical ships while reducing the number of combat ships in AI fleets
4: makes players keep smaller logistical ships instead of getting rid of them once they have enough Atlases and Phaetons.
5: allows players to attack enemy logistical ships outside of retreats for more loot
6: makes frigates more important

Deploying logistical ships in combat increases a side's DP. Logistical ships which have retreated or are destroyed stop providing DP.
Larger logistical ships grant more DP. Combat and Phase logistical ships like Mule or Phantom grant less DP than pure logistical ships like Atlas or Starliner.
If a side ends up having less DP than the total DP of it's currently deployed ships, it's command point regen rate is reduced. That or faster CR decay.

Next, please add cruiser and capital size combat freighters/tankers/transports.
And please add [REDACTED] logistical ships.


120
Suggestions / Carrier CR affects strikecraft performance
« on: January 22, 2021, 08:28:04 PM »
Exactly as it says on the title, bonuses while during Peak Performance and high CR, maluses while at low CR.
Also, there should be a hullmod to reduce the effects of low carrier CR on strikecraft.

Pages: 1 ... 6 7 [8] 9 10 ... 14