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Messages - Amoebka

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961
Suggestions / Re: Station Drones as high-OP LPC's
« on: July 12, 2021, 04:49:44 PM »
What if I do indeed want superheavy fighters with paladin PDs though.

962
General Discussion / Re: Xyphos - The sim queen
« on: July 12, 2021, 04:44:38 PM »
The main and only benefit of Xyphos is the fact that it's the only fighter that's glued to its carrier (inb4 mining pods). Often you want a fighter wing on your warship just to provide PD, and Xyphos is the only real option. You would think Wasp/Spark/Longbow are better, but in reality the braindamaged AI will simply send them across the map into enemy flak at the first opportunity. With Xyphos, it CAN'T suicide the wing, so it actually does the job you want it to do - provide PD for the mothership.

963
Suggestions / Re: How do we make crew losses matter?
« on: July 02, 2021, 06:17:18 AM »
I'm strongly against having any sort of crew morale influenced by losses in combat. The game already punishes losing ships in combat way too much. It's either you do a fight perfectly with zero ships lost, or it wasn't worth it at all. We need less of that, not more.

964
General Discussion / Re: How do contacts work, exactly?
« on: July 02, 2021, 04:48:52 AM »
You have to visit them in person. Mission list seems to refresh if a month have passed since your last visit. Importance influences how valuable missions are. Low-importance contracts may offer you frigates at a discount, high-importance ones - capital ships. Reputation seems to also factor into this, but to a much lesser extent. Failing a mission reduces your reputation with the contact and with the faction they belong to.

965
Suggestions / Re: Separate Fleet and Officer skills
« on: June 30, 2021, 07:52:47 AM »
I've seen over a dozen threads that suggest this exact thing already, and I've only played since 0.9.1a. It's just not going to change, sadly. Alex insists on bundling fleet and pilot skills into one system and in the end he's the one sinking his life to make this game.

966
General Discussion / Re: Been awhile, early game fleet comp. question
« on: June 25, 2021, 11:35:32 PM »
The quest line is at Galatia, bars merely point you towards it if you've missed it yourself.

Bar quests don't change depending on which you do more often, it remains random. But if you do a mission, the person who gave it might become a "personal contact", who will keep giving missions of that general type every time you visit. If you want to be a smuggler, look for underground contacts. There are a few dedicated smuggling bar missions they give, and "underworld bounties" are also offered by smugglers, even if it doesn't sound like that. Spy satellite missions are usually military contacts, but there's an underground variant too. Check if the quest giver is a pirate or not.

For keeping low profile, sensors skill is very important. It dramatically reduces the burn penalty for going dark. Having any phase ships in your fleet reduces your overall profile, and the ships themselves add 0. There are even phase troop transports and freighters now, but they are very hard to find. Your best bet is your friendly underworld contact offering you a couple for triple price.

967
Suggestions / Re: Odyssey shield radius is too large
« on: June 25, 2021, 09:22:33 AM »
This is a starsector forum, we are all highly intelligent people here and don't need any tags.

968
Suggestions / Re: Odyssey shield radius is too large
« on: June 25, 2021, 04:24:37 AM »
Instead of writing long posts, can we all agree that Odyssey is complete garbage and needs more buffs? I use this capital more than any other (which has nothing to do with its performance, mind you), so I can tell. High-tech gets no love unless it's phase ships, smh. Alex, please.

969
Suggestions / Re: Odyssey shield radius is too large
« on: June 23, 2021, 09:37:22 PM »
Is there a particular reason why odyssey is using an obviously oversized shield?

If you bonk into someone with your shield down and then raise it at just the right moment, fun stuff happens. Larger radius makes it easier to time.

970
General Discussion / Re: Your best themed playthrough ideas?
« on: June 19, 2021, 06:25:00 PM »
Have you done the usual faction cosplays? Only allowed to use ships that say "pirate" in their design type, only allowed to use pather ships, only allowed to use "hegemony" / "hegemony auxiliary" design type + XIV versions of ships, etc.

971
I have on this save file alone 20 (potential) contacts, of which 18 are medium and 2 are high. Both high are underworld bosses who wanted spaceports down - those are easy to spot. MOST mediums are station commanders, base officers or quartermasters, so I'm calling bull on that part. I intentionally only do bar missions which seem to be "important" - tactical bombardments, industry disruptions, bounties that seem hard (even then, the guy who gave me the derelict bountry turned out to be medium).

Mediums with priority aren't even remotely the same as high. The "4 missions" they offer are always low quality. High on priority does seem to have good stuff (capital ships offered, production with over a million limit, merc bounties). I can only imagine what very high is.

Point is, it should be less random and have a safeguard of some kind. If I did 10 bar missions and weren't offered a high value contact, the game should start gradually raising the probability until I do.

972
...And the only high improtance ones were underworld and story-related.

Can we please either make it less random or make medium contacts less damn useless? Even with 25 rep + priority they offer nothing good ever.

973
Modding / Re: [0.95a-RC15] Trophy s-mods [0.3.1]
« on: June 17, 2021, 03:38:29 PM »
Hegemony has medium priority for ship quality IIRC. But since they have a pristine nanoforge they still get no d-mods. TT has to overcompensate with doctrine because they only have a corrupted one.

974
Modding / Re: [0.95a-RC15] Trophy s-mods [0.3.1]
« on: June 16, 2021, 05:36:26 PM »
TT fleet doctrine is basically ship quality at the expense of everything else. Which makes it even more weird that they get the least s-mods with this mod.

975
Modding / Re: [0.95a-RC15] Trophy s-mods [0.3.1]
« on: June 16, 2021, 02:10:51 PM »
Played with the mod a bit, seems stable enough now? Makes the game surprisingly hardcore - most enemies have s-mods, and you have none.

My one complaint is how it ties the number of s-mods to officers. It means Hegemony will often have 4 s-mods on their patrols, but you have to be lucky to ever see a TT patrol ship with 2. So no high-tech s-modded ships until super late game, but plently of midline/lowtech. Maybe it should just scale with fleet points instead?

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