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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986167 times)

Flare

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Re: Neutrino Corp. (v. 1.75)
« Reply #570 on: October 16, 2013, 04:59:09 PM »

Very few of the neon colours, and none that I know of use the light-powder colour hues.
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Quote from: Thana
Quote from: Alex

The battle station is not completely operational, shall we say.

"Now witness the firepower of this thoroughly buggy and unoperational batt... Oh, hell, you know what? Just ignore the battle station, okay?"

NikolaiLev

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Re: Neutrino Corp. (v. 1.75)
« Reply #571 on: October 16, 2013, 07:10:19 PM »

Very few of the neon colours, and none that I know of use the light-powder colour hues.

Heh, and for good reason.  They seldom fit, and are in general quite ugly.   :P
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namad

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Re: Neutrino Corp. (v. 1.75)
« Reply #572 on: October 22, 2013, 07:21:43 AM »

CR per deployment seems all out of whack compared to other factions, it might need to be raised at least on some of the ships? otherwise this faction is somewhat OP.  Also how does it work for a ship to be able to phase permanently? doesn't this make the ship invulnerable? also some ships probably need CR lowered, most of the fighters... 100 CR per deployment is probably too high to be sane. probably didn't realize it was 50CR per fighter for a total of 100? a superfreighter the nausicca should probably cost more than 2supplies a day since it's also twice as powerful as any vanilla superfreighter?
« Last Edit: October 22, 2013, 09:14:55 AM by namad »
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FlashFrozen

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Re: Neutrino Corp. (v. 1.75)
« Reply #573 on: October 22, 2013, 12:21:46 PM »

Thanks for the feedback!

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.

From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.

Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.

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lightningcount

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Re: Neutrino Corp. (v. 1.75)
« Reply #574 on: October 25, 2013, 12:01:33 PM »

Will the Neutrino Corp. ever get a unique troop transport or will it always use the vanilla troop transport?
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Wunder

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Re: Neutrino Corp. (v. 1.75)
« Reply #575 on: October 25, 2013, 12:08:48 PM »

Thanks for the feedback!

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.

From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.

Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.


I need a Superweapon ship, Like a super missile, Cycerins Hammerclaw looked cool, maybe add a side cooporation using before the Tritaychon Smash, old neutrino ships reffitted by pirates

That would be AWESOME
but the name implies
Neutrino
Will be
Neutrino
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FlashFrozen

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Re: Neutrino Corp. (v. 1.75)
« Reply #576 on: October 26, 2013, 07:39:30 PM »

Will the Neutrino Corp. ever get a unique troop transport or will it always use the vanilla troop transport?

They probably won't need something dedicated to such a brutish job, but there will always be ideas to be had.

Thanks for the feedback!

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.

From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.

Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.


I need a Superweapon ship, Like a super missile, Cycerins Hammerclaw looked cool, maybe add a side cooporation using before the Tritaychon Smash, old neutrino ships reffitted by pirates

That would be AWESOME
but the name implies
Neutrino
Will be
Neutrino

Lol, why not just combine these two ideas, the ship is basically 1-2 giant booster rockets, it'll function as a troop transport/ boarding ship. The huge booster can be launched to assault a ship/ left on to blaze the transport around.  ::)
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Wunder

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Re: Neutrino Corp. (v. 1.75)
« Reply #577 on: October 27, 2013, 05:25:52 AM »

 
Will the Neutrino Corp. ever get a unique troop transport or will it always use the vanilla troop transport?

They probably won't need something dedicated to such a brutish job, but there will always be ideas to be had.

Thanks for the feedback!

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.

From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.

Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.


I need a Superweapon ship, Like a super missile, Cycerins Hammerclaw looked cool, maybe add a side cooporation using before the Tritaychon Smash, old neutrino ships reffitted by pirates

That would be AWESOME
but the name implies
Neutrino
Will be
Neutrino

Lol, why not just combine these two ideas, the ship is basically 1-2 giant booster rockets, it'll function as a troop transport/ boarding ship. The huge booster can be launched to assault a ship/ left on to blaze the transport around.  ::)
:D
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namad

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Re: Neutrino Corp. (v. 1.75)
« Reply #578 on: November 01, 2013, 04:35:04 AM »

Thanks for the feedback!

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.

From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.

Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.



I actually meant many of the non-fighters cr cost was too low, and also the fighters cr costs being too high... many fighter groups in the mod get 1-2deployments from full not 4-7... and even your ships which do get 7 are comparable to other factions ships that seem to only get 3or4 making 7 seem a bit OP...    I don't think time matters in CR recovery... if it takes eons to regain the factions CR it just means you go to the home station frequently, it recovers CR instantly, the only drawback is the cost, and you're right I noticed the supply cost to recover CR for this faction was very high... the end result though ends up making the buggy high CR cost of fighters too expensive to use, despite how awesome this factions fighters are. a handful of frigates can deploy 5-10times as often for a lower cost than the fighters.

I guess the point I'm trying to make is that CR recovery time in .6.1a is nearly irrelevant because you have to fly back to the station to offload your victory spoils anyways, and when you're there you instantly refill CR.
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Wunder

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Re: Neutrino Corp. (v. 1.75)
« Reply #579 on: November 01, 2013, 04:25:08 PM »

Oh, See, I already knew this,
google images
nexus, the jupiter incident
COLOSUSS
Mega Fortress shield
2 sections
normally in an escort
It appears Mr Frozen
You Like Nexus!
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FlashFrozen

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Re: Neutrino Corp. (v. 1.75)
« Reply #580 on: November 02, 2013, 08:28:16 AM »

Spoiler
Thanks for the feedback!

Deployment costs are meant to be used in a buffer fashion, most ships at 60% readiness/standard crew will get 4-7 battles total, the downside is that you ships recover cr at best 1-2% a day, I'd make it it zero if it wasn't for a bug. And even then the last 10-20% of cr you can't use since your ships basically fall apart so you effectively can fight 3-5 battles before you MUST dock up and restore cr.

Low day to day use is offset by much higher repair costs and slow repair rate, everything is set ATM so your fleet doesn't do well in the longterm if you fight frequently.

From what I remember fight cr is fine, they don't follow the buggy (Cr deployment)*(number of fighters) anymore as of 0.6.1a and the most cr intensive wing is only 50% deployment. Though I can double check that later.

Well for the nausicaa, You paid 220k for a freighter, th e atlas was .. 20-40k but I guess I could use a bit more a day, but I don't see how that will change much, you can carry more than you use.


[close]

I actually meant many of the non-fighters cr cost was too low, and also the fighters cr costs being too high... many fighter groups in the mod get 1-2deployments from full not 4-7... and even your ships which do get 7 are comparable to other factions ships that seem to only get 3or4 making 7 seem a bit OP...    I don't think time matters in CR recovery... if it takes eons to regain the factions CR it just means you go to the home station frequently, it recovers CR instantly, the only drawback is the cost, and you're right I noticed the supply cost to recover CR for this faction was very high... the end result though ends up making the buggy high CR cost of fighters too expensive to use, despite how awesome this factions fighters are. a handful of frigates can deploy 5-10times as often for a lower cost than the fighters.

I guess the point I'm trying to make is that CR recovery time in .6.1a is nearly irrelevant because you have to fly back to the station to offload your victory spoils anyways, and when you're there you instantly refill CR.


I think I understand now, might be my mistake, but I think it still uses the old x amount of cr per deployed fighter, so I might readjust, but it'll still be much more limited replacements compared to vanilla so you may still only get 2-3 deploys if  you don't lose annny fighters. If you lose 1-2 fighters you probably won't be able to deploy them next fight,

As for the car recovery time, I'm pretty sure Alex has stated that repairing + restoring cr instantly isn't here to stay, so just fighting and docking isn't going to be as viable in the long run, if I could I'd make it so neutrino ships could only repair at high tech stations, not just Hodge podge hegemony outposts,

Oh, See, I already knew this,
google images
nexus, the jupiter incident
COLOSUSS
Mega Fortress shield
2 sections
normally in an escort
It appears Mr Frozen
You Like Nexus!

Yes the colossus is inspired by, the Colossus, too bad I couldn't emulate it in entirety,
« Last Edit: November 02, 2013, 08:30:00 AM by FlashFrozen »
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Garmine

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Re: Neutrino Corp. (v. 1.75)
« Reply #581 on: November 02, 2013, 11:20:10 AM »

Oh, See, I already knew this,
google images
nexus, the jupiter incident
COLOSUSS
Mega Fortress shield
2 sections
normally in an escort
It appears Mr Frozen
You Like Nexus!

Yes the colossus is inspired by, the Colossus, too bad I couldn't emulate it in entirety,

I knew it! :D

(Hmm, and I guess the phased array cannon fits as a Siege Laser....)
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FlashFrozen

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Re: Neutrino Corp. (v. 1.75)
« Reply #582 on: November 02, 2013, 02:23:31 PM »

If I could, I'd of made it so the shield doesn't absorb shots once you get inside, but that's not the case, though beam weapons aren't stopped once you go inside. Hehe the siege laser was pretty neat, pretty sure I can code in the combining system.
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Wunder

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Re: Neutrino Corp. (v. 1.75)
« Reply #583 on: November 03, 2013, 04:16:56 AM »

With the colossus
press n when guardian shield, or in nexus' case fortress shield is up
and you controll it!
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Thule

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Re: Neutrino Corp. (v. 1.75)
« Reply #584 on: November 03, 2013, 05:09:56 AM »

Flash?

I DEMAND PORTRAITS OF NEUTRINO PERSONNEL NOW!
I want to see how they look.
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