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 - SonnaBanana

Pages: 1 [2] 3 4 ... 58
16
General Discussion / Alex, give us something for New Year!
« on: December 31, 2023, 06:07:04 AM »
Not asking for the next build, even a teaser will do. Of course, the more the better.

17
Blog Posts / Re: Skill Tweaks
« on: December 18, 2023, 06:07:03 PM »
And also having another skill boosting Marines, at least two skills should effect Marines.

Why two skills specifically?
Not enough ways to boost marines than the meatgrinder way, even fighters have two non-combat skills to boost them.

18
Blog Posts / Re: Skill Tweaks
« on: December 18, 2023, 04:06:14 PM »
Alex, have you considered adding a minimum crew reduction effect to a Leadership or Technology skill? And also having another skill boosting Marines, at least two skills should effect Marines.

19
Blog Posts / Re: Skill Tweaks
« on: December 14, 2023, 07:14:05 PM »
Everything looking better! But what's the plan for Colony Skills, move them to Events system?
Will Energy Weapon Mastery be considered again for tweaks?

20
Blog Posts / Re: Colony Crises
« on: November 25, 2023, 05:19:18 AM »
Great, looks promising!

Will SP Improvements/Cryoarithmatic Engines/Alpha Cores finally contribute to threat reductions or is that considered unnecessary since the final showdowns are only things that matter and they already help when those happen?

Will we get special dialogue for quests like while talking to Yaribay/Macario/Daud for buddying up to or defeating factions?

21
Seriously? Why not put in microtransactions and NFT's while you're at it?

22
General Discussion / SP Improvements for Industries
« on: September 23, 2023, 07:04:40 AM »
What are your must-haves? And what Industries do you never improve?

23
Suggestions / Re: Solutions to Pather-Pirate incoherency
« on: September 02, 2023, 06:12:21 PM »
Can we replace random, nonsensically powerful wandering pirate fleets with something more believable? Whether mercenaries (kill them to find out who sent them) or hyperspace AI fleets of every kind. This way we can still have plenty of combat without being contrived.

24
Bug Reports & Support / Re: Easiest Boss Fight EVER
« on: August 28, 2023, 05:24:40 PM »
Just don't spawn fleets and pirate/pather stations in systems with black holes or neutron stars, please?

25
Suggestions / Cargo Pod Hyperghosts
« on: August 26, 2023, 06:31:12 AM »
We already have hyperspace sensor ghosts turning out to be ships, can we have ones that turn out to be Cargo Pods?

26
Suggestions / Re: Better ways to get strong enemy fleets
« on: August 18, 2023, 09:20:48 PM »
Consumables for temp boosts, whether using existing items or new. Players should have access to them too.

Maybe unique terrian effects and fleets built to make use of them? I.E. armor regenerates due to being in a nanite cloud, or beams deal hardflux, soft flux can't dissipitate outside of venting or if shields are up, etc.

Alternatively, having to engage a fleet supporting a Star Fortress.
Unique terrain is problematic for AI. But Star Fortresses should be able to provide fire support to engagements within a certain radius, even if they're aren't involved.

27
Suggestions / Re: A relatively silly idea.
« on: August 13, 2023, 01:28:46 AM »
Yes please!

28
Suggestions / Re: Improve Explorarium Mothership Loot!
« on: August 03, 2023, 07:11:51 PM »
I was just reading that thread! In particular I like the suggestion here, I'll mull it over:
https://fractalsoftworks.com/forum/index.php?topic=27743.msg408764#msg408764

One thing I want to note, though, is that you're not meant to be guaranteed any of the drops, that's not a particular design goal. I think it's more interesting if you find *an* item and that helps shape your playthrough, rather than having a guaranteed one-of-everything so you can have an optimized setup that works in any campaign.
In that case you might want to reduce demand needed for OFL and HS because they need other colony items just to be viable in the first place.

29
Suggestions / Re: What should the Historian ramble about?
« on: August 03, 2023, 06:51:11 AM »
Supply and scarcity of capital ships?  :P

30
Suggestions / Survey as progress rework.
« on: July 27, 2023, 11:03:22 PM »
Every colonizable object has it's survey progress independent of others.

Players can still survey, it's still instantaneous and allows colonization but further progress is needed for additional bonuses/removal of maluses like Hazard Reductions, benefits to Industries, special features and being able to Tech-Mine. Further Progress is gained from a new Industry named Exploration, doesn't use an industry slot and can be upgraded to be able to send out survey fleets (but would use an industry slot).

Pages: 1 [2] 3 4 ... 58