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Kenshin
Jan 10, 2007
It's also to encourage you when you have larger fleets to stage your releasing of the frigates in groups.

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Kenshin
Jan 10, 2007
A few quick tips:

Start with a Lasher. I know it's tempting to start with a Wolf but it has higher CR use per deployment and is really better once you're either very proficient with aiming and positioning or letting the AI use it. The Lasher is straight-forward and if you equip it properly, pretty nasty.

As you move up sizes of ships, I highly recommend the Sunder. I didn't use it much in previous patches due to the easy availability of Tri-Tach ships which outclass it in its intended role, but now it can really hold its own since its supply and CR requirements are fairly low.

Kenshin
Jan 10, 2007

Bold Robot posted:

What are you guys doing for fighters these days once you can afford whatever you want? Right now I am running with two wings each of Xyphos and Warthogs, with two Gemini as carriers. I feel like this might be overkill and maybe I should drop a couple wings and roll with some more frigates instead.

I am really liking Thunder fighters this patch. They're fast and have an Ion Cannon to disable systems.

Kenshin
Jan 10, 2007

spider wisdom posted:

Does anyone recall the few details on how Industry will work? Is it about setting up mining operations, or ship factories, or something else? Can I hop in a mining ship and blast apart asteroids for ore? I seem to remember something being mentioned but I can't find anything.
He hasn't actually given any details about that yet that I know of. There will presumably be station building and some type of mining, but whether the mining is automated (more likely) or manual (less likely) we don't know yet.

Kenshin
Jan 10, 2007

Protagorean posted:

Uomoz mod looks pretty kickin' rad, of course it doesn't work with the latest version of the game yet. :saddowns: Any idea when it'll be back up?

It's going to take a few weeks. Uomoz is pretty detailed about things, and he won't update his mod until the individual mod-makers have updated the mods that are part of Uomoz's mod.

Kenshin
Jan 10, 2007
I feel like the risk/reward ratio is much improved in this patch. Previously each battle gave so little cash that losing any ship beyond a basic one in a battle was a huge loss. Now in large battles the rewards are enough that, as long as you can win and snag the loot, losing a ship or two short of a capital isn't a huge deal.

That's much better--this shouldn't be a game of "save before every battle in case I mess up and lose a ship"

Kenshin
Jan 10, 2007

Pr0phecy posted:

Is there any chance of this getting on Steam? Forgetting I bought it is the only reason keeping me from getting it!

Maybe once it's released. The developer has stated that he's made enough money off of the alpha access orders that he's able to focus on this full time and doesn't seem to want to bother with Steam Early Access.

Kenshin
Jan 10, 2007

Aenslaed posted:

How much scripting is there allowed for weapons/projectiles? I took a cursory glance into it and it seems like its all pretty straight forward spreadsheet numbers and projectile colors. I was thinking of certain unconventional weapons/hull abilities like a manual triggered mine+MIRV weapon to let you bait out ships to hit them from behind or a hull ability that uses flux + shields to do a short range detonation/emp. Another one would be dragging a chain of explosives behind your ship like a fishing trawler or semi trailer and combine that with a fast and quickly turning ship that has only point defense weaponry.

Interesting ideas. I might take a stab at a few of them. I'm not sure the manual detonation is possible but it might be--it would have to be a ship system though, wouldn't work as a weapon.

The flux/shields to do short range EMP is easily possible. I've even experimented with a "super-EMP" that overloads every ship within a very short range including your own. It was a bit overpowered.

The chain of explosives I don't think it possible at all currently.

Kenshin
Jan 10, 2007
That is beautiful spriting.

Kenshin
Jan 10, 2007

Aenslaed posted:

The combat skill itself(the Aptitude point one that lets you invest skillpoints) lets you boost your flagship another 20% for the 100% number. It also reduces the CR% cost per deployment up to 30% of the deploy cost. Its still not as good as technology as it doesn't boost the rest of your fleet though, but you can make a very imbalanced ship with 10 combat and 10 ordance expertise.

And presumably officers assigned to other ships will be able to raise it as well for those ships.

Kenshin
Jan 10, 2007

Gwaihir posted:

I know you can have missiles that fire, then (do other things) where (other things) is most often split in to a swarm of MIRVs currently. Whether that's flexible enough to allow a missile to fire and then change in to a beam weapon? No idea. If you're good with Java, you could almost certainly do it, I try and avoid java when possible though.
At least as of 0.54a this was impossible and would crash the game.

I don't think it's possible yet in 0.6a but Alex mentioned at one point he'd consider adding that functionality.

Kenshin
Jan 10, 2007
Holy poo poo, that is fantastic.

Kenshin
Jan 10, 2007
Holy poo poo, that frigate looks incredibly fun.

Kenshin
Jan 10, 2007

SHAOLIN FUCKFIEND posted:

Yeah. Friendly projectiles count for half their damage, though.

Are you using a modified version of the AI that the Karkinos uses for its system for the energy absorber?

Kenshin
Jan 10, 2007

SHAOLIN FUCKFIEND posted:

The random variants are awesome and will probably make Void Walker feel even more roguelike-like


The kark just uses phase teleporter ai. All DEFENSE type abilities must use phase cloak AI, because the ship is hardcoded to think it's invulnerable while it's active. Do you mean script? :0 Sundog used the Deracinator script as a base.

Yeah meant script. :)

Kenshin
Jan 10, 2007

DFlux posted:

The Mass Driver is also an Interstellar Federation weapon.

A lot of the IF stuff is overpowered. Some of it more subtly than others.

Kenshin
Jan 10, 2007
Oddly I think the most overpowered thing the IF has is the racks of rapid-fire cruise missiles. Those things are insane.

Kenshin
Jan 10, 2007

GruntyThrst posted:

Man the big fleets in Uumoz are no loving joke. I saw a Hegemony Defense Fleet with 5 onslaughts, a few battlecruisers, and the usual complement of cruisers and destroyers. How the hell do you deal with that much dakka? :psyduck:

They can't field everything at once, so you take them apart ship-by-ship. If you have a fleet than can relatively easily kill one Onslaught then you've got a good chance of taking down the whole fleet.

Kenshin
Jan 10, 2007

GruntyThrst posted:

Also I use Blackrock ships like exclusively because they own.
Yeah my fleets always tend to be a blend of Blackrock and Tri-Tachyon ships, usually with my flagship being a Nevermore (even when there are capital ships in my fleet)

Kenshin
Jan 10, 2007
The great thing is that tons of different strategies and loadouts can all work. I'm personally a big fan of energy weapon alpha strike loadouts and shield tanking, with explosive rockets or torpedoes to finish off disabled, overloaded, or venting ships.

But smart kinetic + explosive loadouts work great too. As do rocket-spamming loadouts. Or fighter+bomber fleets. Or myriad others, depending on your personal preferences and play style.

Kenshin
Jan 10, 2007
New blog:

http://fractalsoftworks.com/2014/06/06/markets/

Kenshin
Jan 10, 2007
God I cannot wait for the new version to come out.

Once all this trading stuff is in I really just want to play Vanilla + Blackrock for a little while before going back to complex stuff like Uomoz'

Kenshin
Jan 10, 2007

Bell_ posted:

Is it me, or has Uomoz drastically reduced the number of factions in his mod?

He did, it needed cleaning up, and it's really hard to keep that many factions up to date and with any semblance of balance.

Kenshin
Jan 10, 2007
That stuff sounds great.

It also sounds like it'll be at least another month until we see the next build. :(

Kenshin
Jan 10, 2007
Yep. Re-hashing, it's fairly clear once you start modding that missiles in vanilla generally fall under one of a few categories:

1. Dumb-fire spammy missiles
2. Guided (but slow) powerful missiles
3. Guided (but fast) less powerful missiles

Obviously there are subcategories of each, but in general, #1 are used for alpha-strikes (or against disabled enemies) and usually have lots of ammo, #2 are used when an enemy is venting or overloaded (or otherwise has dropped shields) to finish them off and usually has very little ammo, and #3 are either anti-small-craft (fighters or frigate) or specialty missiles (such as harpoons, which go after engines) and usually have moderate-to-low amounts of ammo.

All of them are limited by ammo or reload time (or more often, both).

In vanilla this is (mostly, though not entirely from MShadowy's example above) kept balanced because very few ships have many launcher spots, which ensures that ammo and reload times remain downsides to missiles. Also, most missiles in vanilla have pretty limited ammunition.

Once you start throwing mods in, this all goes out the window. The problem is that a missile weapon may well be balanced on ships of its own mod, but if you stick it on a vanilla ship or a ship from another mod, it very well may be overpowered (or, conversely, totally useless). This might be because of the launcher (too much ammo or too little reload time) or the ship (too many launcher slots).

Kenshin fucked around with this message at 22:29 on Oct 14, 2014

Kenshin
Jan 10, 2007
Ohhhh poo poo, it's on.

Kenshin
Jan 10, 2007

SHAOLIN FUCKFIEND posted:

Holy gently caress.

First impressions:
- The game is like ten times more immersive now.
- The new title music owns
- Swarmer SRM is actually good now
- Being a bounty hunter rules. I found this named fleet in a far off system and pursued my mark, then finished her off after a different merc fleet failed to do the job in my Wolf, solo. You might say I was a lone wolfdhgbc
- This game is going to be so loving amazing @ 1.0
- Mmmh, organs
- Us modders have a poo poo ton of work to do

Basically all of this.

Bounty hunter/pirate hunter is a totally legit and useful way to play. You can make a lot of cash.

Kenshin
Jan 10, 2007
It'll probably just take some balancing.

Luckily some of this should be doable with modding.

Kenshin
Jan 10, 2007
I've been working at getting my faction reputation up with Tri-Tachyon.

Run into two problems:
1. I've killed most of the small pirate fleets and they don't seem to regenerate fast enough, so mostly I have to just do specific (rather than general) bounties
2. It's really hard to find the good Tri-Tachyon ships! I have fairly good reputation (good enough to buy frigates and destroyers from their military) but can't even find a Tri-Tachyon station or planet that has very many (or any of their fighter craft)

So I'm running around now with a Wolf as my flagship, a Vigilance, the phase-cloak Tri-Tach frigate with the EMP, and a Venture cruiser with somewhat crappy armament.


Can't wait to see Blackrock hooked up to this, and I wonder if now there will be some big non-fleet mods that simply add systems and markets and events.

Kenshin
Jan 10, 2007
That sounds pretty similar to bounty profits as well, just sounds like you're doing it really smart.

Keep in mind for those of you starting out that you should usually be looking for the general star system pirate bounties rather than specific ones. If you can get a specific bounty in a system where there is also a general bounty, even better: you'll get paid twice.



As for the trade tariffs, I'd be pretty willing to bet that one of the industry skills will end up being a tariff reduction, or perhaps something that gives you a tariff reduction based on your standing with who you're trading with.

I'm really excited at what will be coming: officers and industry. I think Officers will have a really fun influence on the game, not so differently from what the introduction a while back of skills and character development did.

Kenshin
Jan 10, 2007

Tomn posted:

I suspect that you should always keep an eye out on trade even if you're running a combat fleet, incidentally - if you have spare cargo space and you receive word of a recent shortage in a place you were going to anyways, you'd be leaving money on the table if you don't top up your holds with the requisite goods.

Basically why I bought the Venture. It's a hardy cruiser with 500 cargo space and a flight deck, so I can easily carry all the loot I get from fighting, and can haul lots of valuable cargo in a pinch.

Kenshin
Jan 10, 2007
I've surreptitiously installed a few. I think the effects are a bit subtle, but I did notice an uptick in the frequency of bounties appearing, and of news of shortages in a system I'm not in.

Kenshin
Jan 10, 2007
I don't ever even try to board (D) ships, I just blow them up after the battle if the options comes up.

Kenshin
Jan 10, 2007
And he's stated previously that all the purchases have given him plenty to live on for quite a while, so I wouldn't worry about him quitting due to finances, either.

Kenshin
Jan 10, 2007
Yep. Remember also that your "crew limit" is actually your number of beds on all your ships--marines also count there.

Don't try to fill all the beds.



Hmm.

Rescue missions.

Hmm...

Kenshin
Jan 10, 2007
Well, a simple way to do it would be have one pirate faction per system, all pirate factions start off neutral to each other. You can piss off the local cartel in any given system, but that won't prevent you from docking elsewhere.

Kenshin
Jan 10, 2007
Finally made enough from bounties that I bought an Onslaught.

I forgot how crazy it is, especially once you've leveled up to the 5 point ballistics & energy weapon bonuses in the combat and tech trees. I'm melting everything I've come across and almost never take any damage at all.

Made back the credits I spent on it (including weapons and crew and supplies) in about half an hour from more bounties.

Now if only I could get up to 'cooperative' with Tri-Tach...

Kenshin
Jan 10, 2007

AtillatheBum posted:

Has anyone seen that Tri-Tach Apogee(sp?) Cruiser spawn in game or in a store? I really want one but I can't even find a fleet with one, let alone a station. Same goes for the Conquest Battlecruiser.

Also, do specific fleets resupply stations with new ships or is it just a random spawn over time?

I saw one but it requires Cooperative to buy. I want it because as hilarious as the Onslaught is I'd rather let my NPC crew drive it.

Kenshin
Jan 10, 2007
The Bulwark is sort of similar except it has a fortress shield.

I just loaded one up with point-defense, made sure it had 360 degree shields, and let the AI run it (usually assigning it to escort another ship). Extremely effective against missiles and all fighter/bomber craft.

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Kenshin
Jan 10, 2007

quote:

- Changed Blackbong Dank Yards illegal commodities from drugs and hand weapons to organs and hand weapons.
why would you do this?!

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