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 - Amoebka

Pages: 1 ... 62 63 [64] 65 66 ... 89
946
Modding / Re: [0.95a-RC15] Trophy s-mods [0.4.0]
« on: July 23, 2021, 04:43:56 AM »
Speaking of bugs, I'm currently flying a converted hangar Astral. And yes, the penalties apply to all 7 bays, not just the added one.

947
Suggestions / Re: Make Guardian recoverable
« on: July 23, 2021, 04:37:53 AM »
Remnant frigate spam is a thing because cores count as officers for now, which they will not for the player next release, so that use by late-game goes out the window.  I suppose player can get Auto Ships to use a bunch of AI frigates during early-mid game as a crutch.

AI cores are now multipliers instead of flat costs. This heavily favors small and medium sized ships. Right now you can choose between alpha radiant and 3 gamma fulgents. This is an easy choice indeed. Next version it will be alpha radiant or TWELVE gamma fulgents. I would, in fact, argue that picking radiant is a mistake (if you don't neural transfer).

948
Suggestions / Re: Make Guardian recoverable
« on: July 21, 2021, 08:20:56 PM »
We've all read the recent blog posts, right? Automated ships skill is changed rather dramatically, so Radiant already won't be the "only" option (it isn't right now either, gamma frigate spam is a thing). I guess if you are a capital ship fetishist who just wants the biggest ship with the biggest gun roflstomping everything it might feel that way, but that's not how the game plays for most people.

Quote
What matters is that enough people like it that it’s worth the time and effort of Alex or some modder to make it and that it’s not so good that you have to get it, which if you take away the unlimited missiles it isn’t. 

See, this is the problem. Guardian IS indeed so good you have to get it, even without missiles. If anything, my argument would be the opposite. You really want your OP godship - make a mod for it.

949
Suggestions / Re: Make Guardian recoverable
« on: July 21, 2021, 08:28:49 AM »
Range + mobility is exactly the combination that shouldn't exist, especially not on a ship with 5 large weapons.  :)

Do we really want another blatantly overpowered godship available to the player? Soloing everything with your flagship takes away from the fleet building aspect of the game.

950
Modding / Re: [0.95a] Of Ludd and Lions
« on: July 19, 2021, 07:21:16 PM »
Quote
Amened Luddic ships with Burn Drive to Plasma Jets

This feels very wrong. Plasma Jets is a distinctly high-tech system. If you want green engine plumes, it might be better to create a new variant of burn drive instead.

951
Blog Posts / Re: Skill Changes, Part 2
« on: July 18, 2021, 11:58:17 PM »
+15% CR skill still exists and is good on carriers. Defensive skills matter for carriers. System Expertise can be great depending on the carrier. Same for missile spec.

Imo it's better than having the same few dedicated carrier skills on every carrier officer you have.

952
Suggestions / Re: Make Guardian recoverable
« on: July 17, 2021, 05:20:28 PM »
I haven't tried the Guardian itself, but mod ships with missile autoforges seem to understand full well their missiles are unlimited and spam them at the first opportunity with no second thought.

And no, having that hullmod in player fleet is not fine under any circumstances.

953
Modding / Re: [0.95a-RC15] Trophy s-mods [0.4.0]
« on: July 16, 2021, 06:40:27 AM »
I think having carrier hullmods on non-carriers is fine as long as they can mount converted hangars (so no frigates and no phase ships).

As for the loadout sensibility, it's a subjective thing, I guess. Personally, I would prefer ships to have lots of random s-mods rather than a couple always useful ones. On my end I will try tweaking some numbers, I think increasing the average number of s-mods without increasing the 5 max limit should do what I want.

For suggestions, perhaps very low OP hullmods, like flux conduits or repair unit should have less weigth. Or maybe hullmods should be logically separated into "game-changing ones" (safety overrides, converted hangar, shield bypass, etc) and "boring stat buffs", and the algorithm should try to get at least one game-changing hullmod before going back to random.

954
Modding / Re: [0.95a-RC15] Trophy s-mods [0.4.0]
« on: July 15, 2021, 02:44:50 PM »
Alright, sorry for false reporting. Updating Starsector to rc15 from rc14 fixed the issue. Apparently, there were some undocumented bugfixes.

Loving the increased randomness a lot. Getting a Medusa with expanded deck crew and nav relay and trying to figure out what the hell to do with it is quite fun.  ;D Guess the downside is the decreased overall power level of player fleets, since most S-mods will be minor/situational/nonsensical.

955
If we are to go on that tangent, I would like to mention that despite considering myself a combat-oriented player, I hate pathers/pirates too. There are two main reasons for it:

1) You have little control over when it happens. The game decides when you have to stop doing fun stuff and go dunk a pirate/pather base.

2) The combat part tends to be extremely trivial since their fleets are a joke in the lategame, so it simply feels like a tedious chore you have to do every so often.

Stuff like AI cores ties combat and colonies together much better, imo. You want cores for your colonies, but YOU get to decide when it's time to go jump into a red system, and the combat is actually challenging.

956
I think rare loot increase was removed because of respecs becoming a thing. It would otherwise be optimal to always pick more rare loot skill early, explore everything, then refund the skill and keep the extra items.

Taking measures against savescumming is a waste of time, for the most part. If you design a game well enough most people will feel no need to savescum to begin with, and if a few weirdos want to, that's up to them really.

957
Salvage skills and rigs shouldn't increase the amount of rare loot like colony items or weapons, just supplies, fuel and so on. The reason they change rare loot is the way pseudorandom generator works. The sequence is always the same and depends entirely on the seed, but the actual number you get when you query it depends on how many times you've called it before. Presumably, the salvage % bonus changes how many times random numbers are used during basic loot generation, so when it's time to generate rare items, you get different numbers from that same sequence.

958
Blog Posts / Re: Skill Changes, Part 1
« on: July 14, 2021, 05:11:04 AM »
How often do bounty fleets get DP-reducing skills on their admirals? In other words, is it another "you have to take this just to break even" skill, like the +2 officers one?

Overall, not thrilled at all. The system looks extremely ad-hoc and inelegant now. I can't possibly see it being in the end release, feels more like some wild experimentation.

959
It defeats the entire purpose of the ability - speeding up system surveying. Filtering out planet signals and false positives takes so much time it's faster (in real life time) to just fly around and sensor burst.

960
You can get Neutrino from the academy if you are willing to suffer through fetch quests. It's the very first real reward, in fact.

Really, all I want is the detector to stop showing planets/stars. The only time I want to scan is when I'm in a giant system, but trying to figure out which signals don't come from any of the 12 planets makes it not worthwhile.

Pages: 1 ... 62 63 [64] 65 66 ... 89