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Author Topic: [0.6.1a] Interstellar Federation v1.27  (Read 367527 times)

Uomoz

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Re: Interstellar Federation v1.17
« Reply #180 on: May 15, 2012, 06:58:53 PM »

Thanks for the feedback guys, I'll see what I can do in the next patch, but it might be a ways off as I'm very busy.  I agree the Harpy is underpowered quite a bit--it makes up for much of it in striking 90% of the time and having a huge ammo rack, but they could use a buff.

I can change the behavior of the large IFed fleets to stay near their planet, with smaller patrols roaming the system.  At this point, the mod is deved primarily for Uomoz's Corvus and less as a standalone mod.  With Uomoz taking much of that stuff into his own hands, I've been able to spend my time elsewhere, but I'll look into it.

Just changed IF Enforcement Fleets behavior in Uomoz's Corvus: now 80% Defend the Station, 20% Patrol (not Raid) the system. :)
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keptin

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Re: Interstellar Federation v1.17
« Reply #181 on: May 16, 2012, 04:48:57 AM »

Yep, that about sounds good; I'll give something like that a shot with the standalone.

vorpal+5

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Re: Interstellar Federation v1.17
« Reply #182 on: May 16, 2012, 08:16:11 AM »

What should be the hangar size and flight decks number of the Titan super carrier? I have it at 40/0 in the current Uomoz Corvus mod. Frankly, I don't see that as a super carrier, knowing that destroyer sized light carriers have 15/1 and some converted transports are at 25/1.

I guess that the 0 in flight deck is an error that is now fixed, for a super carrier of such a price, something like 80/3 would make it a carrier (you can tone down the number of big weapons though). I'm thinking the way the super carrier are done in our world, that's right, but if you equip her as a dreadnought, giving large weapons, then for balance purpose you need to tone down the hangar size and number of flight decks, and then you don't have a super carrier anymore, but just another badass battleship...

My second point is about the Vixen. how she is a missile ship? 3 medium missiles slot? Yeaaah... Knowing that many others ships have 2, this don't seem like an extreme specialization to me. Again, something like more missiles and less of the rest would fit more the thematic. At least 4 medium missiles, it's a missile ship, why she has a medium ballistic? Only small ballistic as PD, and the rest is for missiles. Why blur the line?

In the end, a ship can't do everything. If you name it 'missile ships' but she has only slightly more missiles than the all-purpose ships, or if you name a hull 'super carrier' but she has only +50% flight deck compared to any crappy light carrier, there is something wrong. Specialize your ships, if you give them a class name that indicate they are!

That said, your hulls graphics are just **** awesome.**** Continue your great work!
« Last Edit: May 16, 2012, 09:14:01 AM by vorpal+5 »
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Sunfire

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Re: Interstellar Federation v1.17
« Reply #183 on: May 16, 2012, 09:16:59 AM »

The medium ballistic is for pd as well, or, for equipping another medium ballistic weapon, because it fits with how the IF seem to build their ships
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vorpal+5

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Re: Interstellar Federation v1.17
« Reply #184 on: May 16, 2012, 09:34:16 AM »

My arguments against the Vixen are not that strong, I admit. 3 medium missiles slots are much more than what they field elsewhere.

I'm mostly advocating a change for the titan class carrier. She is a super carrier, not a slightly oversized escort carrier, for god sake!  ;D
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keptin

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Re: Interstellar Federation v1.17
« Reply #185 on: May 16, 2012, 08:20:15 PM »

========================================================

Of Dreams and War

Over a millennia ago, during a time of peace and exploration, mankind's greatest undertaking led to the creation of the Stardrive, a device capable of instantaneous travel between two points in space.  Massive Republic colony ships were constructed around them to carry the hopes and ambitions of their people to distant stars.  Capable of only a one-way trip, decades were spent selecting planets for colonization.  Soon, life was seeded across thousands of worlds in the fringes of charted space.  Further advances in localized FTL engines bridged the gaps between neighboring systems and brought about galactic trade, transforming colonies into civilizations.  As their territories began to brush against each other, it wasn't long before greed led to war.  Centuries of savage conflict ravaged countless worlds and lost with them was much of the technology and knowledge of their forefathers.  Cast into darkness and isolation, generations past with little hope of a brighter future, until word spread of a small fleet from whereabouts unknown trying to unite the colonies under one flag.  Through helping one another rebuild, this interstellar federation strengthened the galactic bonds more than they had ever been before and civilization once again prospered.  It seemed as though nothing would threaten the peace everyone enjoyed until the discovery of omega particles attracted the attention of a bloodthirsty alien race known as the Jardain.  

What began as losing communication with distant outposts quickly developed into the First Contact War.  Just as advanced and with greater numbers, the Jardain swept through Federation space like a plague.  With astute resourcefulness, Federation generals stalled the enemy as they realized a desperate attempt to develop a weapon that could turn the tides of war.  Crippled and abandoned after forgotten skirmishes long ago, the once great Republic colony ships would rise again to protect the children of their builders.  Contained within them was the most advanced piece of technology known--the Stardrive.  Without the knowledge of their ancestors, repairing it was impossible, but Federation scientists were able to repurpose its colossal hadron reflector to create a devastating weapon.  Living areas were gutted to fit power cells, cargo bays were packed with ammunition, sub-systems of sub-systems filled the decks and lesser ships were sacrificed to reinforce its armor.  On the eve of year 1500, marking the anniversary when mankind had embarked on a daring life among the stars, the first Titan was born.

========================================================

And that's why Titans don't have big hangars.

« Last Edit: May 16, 2012, 09:40:46 PM by keptin »
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Rymosrac

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Re: Interstellar Federation v1.17
« Reply #186 on: May 16, 2012, 09:11:02 PM »

That was, quite possibly, the most fantastic response I've ever seen.
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Archduke Astro

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Re: Interstellar Federation v1.17
« Reply #187 on: May 16, 2012, 09:52:39 PM »

Outstanding.
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Uomoz

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Re: Interstellar Federation v1.17
« Reply #188 on: May 17, 2012, 01:20:47 AM »

O_O
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vorpal+5

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Re: Interstellar Federation v1.17
« Reply #189 on: May 17, 2012, 01:49:35 AM »

I applaud this nice writing too  :D

My point is that the ship class is 'carrier', so I'm also wondering what will happen if you send a 'gather carrier group' order during tactical battle. One would not want to see her in the rear with the other fighters-replenishing ships, right?

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keptin

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Re: Interstellar Federation v1.17
« Reply #190 on: May 17, 2012, 06:16:56 AM »

You'd gather carrier group, then spend a CP telling the titan to ignore that order.  The player can equip enough superweapons to the Titan to lob one-volley battleship kills from a great distance; it's a big slow target and needs to position itself carefully for effective broadsides--you have to micromanage it.

Unlike the Auria, the Titan is high maintenance flagship such that if you let the AI be careless with it, you'll end up wasting 25 fleetpoints.  It's got unmatched firepower, decent armor, and a large (but not the largest) hangar, but its difficulty to control means the player should be piloting it.  This is one way that I've balanced it; changing its firepower and hangar size would make it a different ship and without requiring player micro, it'd be an autonomous death machine.

DNAz

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Re: Interstellar Federation v1.17
« Reply #191 on: May 18, 2012, 04:56:56 AM »

You'd gather carrier group, then spend a CP telling the titan to ignore that order.  The player can equip enough superweapons to the Titan to lob one-volley battleship kills from a great distance; it's a big slow target and needs to position itself carefully for effective broadsides--you have to micromanage it.

Unlike the Auria, the Titan is high maintenance flagship such that if you let the AI be careless with it, you'll end up wasting 25 fleetpoints.  It's got unmatched firepower, decent armor, and a large (but not the largest) hangar, but its difficulty to control means the player should be piloting it.  This is one way that I've balanced it; changing its firepower and hangar size would make it a different ship and without requiring player micro, it'd be an autonomous death machine.
Too bad the lopsided weapons gives my crazy OCD (I hate myself :-\)
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keptin

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Re: Interstellar Federation v1.17
« Reply #192 on: May 18, 2012, 07:19:55 AM »

Asymmetry, gotta love it.  8)

IIE16 Yoshi

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Re: Interstellar Federation v1.17
« Reply #193 on: May 18, 2012, 08:41:17 AM »

I really don't like asymmetry in my ships. Really, really bugs me looking at that Lotus converted Medusa with it's mauler on one side and flak on the other. Just..nuuuuu....why would anyone build ships with blindsides  ???
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Uomoz

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Re: Interstellar Federation v1.17
« Reply #194 on: May 18, 2012, 08:58:46 AM »

1) Asymmetry FTW.

2) Asimmetry is awesome to give ships weakpoints. It's an easy way to balance a big ship.
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