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Messages - Amoebka

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Suggestions / Re: Global events
« on: April 09, 2020, 01:17:45 AM »
Half of these sound like you want to make the game completely unenjoyable for people who don't level transverse jumping. The other half is pretty cool.

Suggestions / Re: Bottomless Reputation Score
« on: April 07, 2020, 01:44:15 AM »
One thing that bothers me with this suggestion is that it makes the game even more asymmetric between the player faction and default factions. Default factions will declare war between each other at random, but they will also just as casually declare peace and go back to neutral. Having bottomless reputation will mean that the player will be the only non-pirate faction everyone eventually hates permanently.

Honestly, it might be interesting to simply decouple player's personal reputation from their faction's reputation.

Blog Posts / Re: Skills and Story Points
« on: April 07, 2020, 12:53:24 AM »
So, let's say it takes 1000 xp to gain a point. I then use it on something with a 100% return rate. This means I now have 1000 bonus xp "stored" and every time I gain experience normally I also take the same amount again from the storage until it's empty, right? So I gain 500 xp, gain another 500 from the bank, and now I have another point already. I use it with 100% return again. Now I have 1500 bonus xp stored. I gain another 500+500, spend another 100% point, and end up with 2000 xp stored.

In other words, I keep generating bonus experience faster than I can spend it every time I use anything with 75% or 100% return rate. This means that unless I spend one 0% point for each one 100% point (and one 25% for each 75% one, or any combination of the two that averages at 50% total), I'm never actually gaining it all back.

I guess if permanent story point sinks are so good I will want to use them all the time this isn't an issue, but it might be. Just going by the blog post, I would probably want to spend most my points on hullmods for destroyers, which is 100% return rate. This means I either have to use 0% points on things I don't like that much or accept that I'm losing effieciency. If I only ever spend story points on 100% returns and nothing else they are effectively 50% returns instead.

Blog Posts / Re: Skills and Story Points
« on: April 06, 2020, 01:58:09 PM »
The bonus experience system seems somewhat counterintuitive. I am allowed to hoard my story points and then use them all at once, right? What happens if I use two 100% return points at once, then. Do I get triple experience or double experience for double the amount of time? If it's the latter, then won't this make the whole system a giant trap? If I keep using all my points only/mostly on refundable things I will end up with years of double experience in the queue but still limited by the double-and-no-higher rate, effectively making the points "free in the infinite term", i.e. not really free at all.

Suggestions / Re: Colony Improvement Thoughts
« on: March 29, 2020, 12:39:33 AM »
Mildly sceptical about cryosleepers covering constellations instead of individual systems. The way mapgen works, all systems within the same constellation seem to be about the same. If a cryosleeper is in a system of a hot star and volcanic worlds, the adjacent systems will also be hot stars with volcanic worlds 90% of the time. Plus the shown penalties were extreme - the effectiveness drops down to half at merely 5 light years, which is basically as close as it realistically gets.

Blog Posts / Re: Raiding for Fun and Profit
« on: December 28, 2019, 11:28:17 AM »
Not sure how I feel about the experience dilution. It seems like marines are going to be a lot more important and have uses during exploration random events, which would naturally encourage players to always keep a small elite squad with them. That would, however, mean that you could never trade marines, because every time you transfer some from planet A to planet B your own squad's experience gets reset.
Maybe freshly bought marines should by default be considered "just a trading commodity" and not have/share experience, and then players can press some button to permanently add them to the experience sharing pool if they want to?

General Discussion / Re: XIV ships
« on: October 28, 2019, 07:20:36 AM »
Double locust with EMR and 4 wasp wings make it worthwhile, imo. 40 DP to never worry about carrier/phase spam again.

General Discussion / Re: XIV ships
« on: October 28, 2019, 02:37:34 AM »
Legions also seem to always spawn in constellations that are remnant-themed.

General Discussion / Re: Legion XIV
« on: October 27, 2019, 02:28:55 AM »
Managed to find this absolution unit while exploring with my relatively early game fleet. How rare  is the XIV legion and how is it different in terms of power to the normal one? Also, what is a good setup for it? Thanks.

XIV Legions can't be bought or manufactured, there is a fixed number of recoverable derelicts (seems to be 2-4 per seed) and those are the only ones in the entire sector.

Pro tip: carefully explore all other systems in the constellation where you've found your Legion.

Safety overdriven Hammerheads with appropriate officers just obliterate Ordos on the default 120/180 battle size. Quite fast in real time, too, so farming doesn't feel too grueling.

Isn't Tempest techinally a high-tech frigate carrier? You can't change LPCs, sure, but if Shepherd counts, so does Tempest.

Frigates also tend to be fast, and you don't really want your carriers to be fast - that's a very uninteractive and antifun design. Tempest and Shepherd are limited by their fighters' short effective range, which wouldn't be the case if you could use any LPC.

Suggestions / Re: Please add high-tech freighters and tankers
« on: October 13, 2019, 02:25:15 AM »
I was under the impression that tech levels were time periods, and people would certainly use new technologies if they can. If you've invented efficient shield generators in the high-tech era, you would certainly want them on your tankers so your volatile fuel doesn't explode to a single stray torpedo.

That said, even if high-tech is supposed to be generally inefficient, there are still niches for high-tech logistic ships. Supporting black-ops fleets, deep space exploration and just good old vanity. If Domain officials wasted billions developing overengineered Paragons and Astrals, they might have developed special logistic ships to service them as well.

Suggestions / Re: Please add high-tech freighters and tankers
« on: October 09, 2019, 09:51:23 AM »
Thanks for listening, man.  :)

In the meantime, can I edit the TT Buffalo myself? In the data/hulls I can see only a single Buffalo file, changing it would change all variants, right? I will just change it myself. Found the skins folder, wasn't worth asking.

Suggestions / Re: No Survivors!
« on: October 09, 2019, 09:42:08 AM »
Some NPC fleets take advantage of anonymity and attack, some don't.
Some players will take advantage of anonymity, some won't.
Don't see much of an issue here. Crew not having morals is hardly a problem - if those 500 DP """salvage""" fleets can find enough pirates to crew their ventures, so can the player.

Suggestions / Please add high-tech freighters and tankers
« on: October 09, 2019, 08:41:32 AM »
We all know how important freighters/tankers are. No fleet can really get by without them for long. Sadly, all high-end freighters and tankers are low-tech.

Why is this a problem? Well, the visual design of them clashes badly with the rest of an otherwise fully high-tech armada. In fact, you can't really have a fully high-tech armada, because that would mean no freighters and no tankers!

Even worse, low-tech ships have red engine fumes. This means that on the campaign layer, your "high-tech" fleet won't have the pretty all-blue tail, it will have ugly red stripes in it! Trust me, I know how idiotically petty this all sounds, but for some people, like me, that's a big enough deal to post about it here.

On a somewhat related note, Buffalo is considered a high-tech ship, but has red engine fumes. Almost feels like a scam. That, at least, should be an easy fix.

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