Recent posts by NarfiNarf on Kongregate

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Topic: Redshift / Balance and Player Retainment Suggestions- Please read this thread.

What the game realy needs is some realy challanging ways with a very good chance to get the best rewards, while everything thats farmable within seconds should only be used to prepare urself for that.

Like lets say we farm Sectors, Bases, Spins etc. only for legendary Drops while there would be some massive Co-op Boss/wave like fleet fight that would take a long time but would reward the immortals.
(or make it diffrent difficultys for diffrent rarity drops)
classic mmorpg system basicly.

Obviosly adding this to the current game would screw over the newer players a bit, so i guess it would be best to add another new top rarity that would be dropped in the new challanging stuff and the old stuff could stay as is with a little increase in droprate maybe.

 
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Topic: Redshift / How to beat Sector 76 (Guide In Thread)

Many ppl struggle with this Sector, and maybe this small guide can help them a bit to sneak in a 1 star victory.
First an Overview over the Fleet i used for this:
FP: 152.418
Crew: http://i.imgur.com/h5zSUYH.jpg
Fleet: http://i.imgur.com/z2KEtvj.jpg

The Important parts are the Axiom Buff (helpful but not essential) for the extra Damage and that all the other hosts have a slow firerate, which makes them Focus on the highest plating ship within range (usually hosts)

Best approach for me seems to be to deploy ur first squad on the top, a bit away from the enemys to target the solo Axiom. This squad should be storng enough to kill the axiom on its own.
http://i.imgur.com/hF2IQ2Y.jpg

Ur next Targets are the 3 Titan hosts in the middle, they are Immortal ships but have the weakest plating.
http://i.imgur.com/qNaHujr.jpg
Spread ur fleet around those 3 titans while trying to hit each of them equally.
Be careful that u do not drop ur fleet to close to the 2 Liberator hosts ontop and to the right of the titans, as those have more Plating which could make some of ur squads to target the wrong ships.

If everything worked out as planned, the battle will now be very chaotic, but ur ships should be close to finish of the 4 hosts that u need to get a 1 star victory.
Chaos: http://i.imgur.com/n5QdIM2.jpg
1 Star Win: http://i.imgur.com/j1wBSJl.jpg

This might not always work on first try, but once u get the feel for it, u should be able to reproduce a 1 star victory in most trys.

Hope this is helps atleast a few ppl.

regards.

 
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Topic: Redshift / The Possible Reason to Base Raid after a Base Buff (idea)

sounds awesome. I know things take time to implement, so no worries.
Just thought it would be good to put the idea out here as i thought the combination of weaponry dropped from base raids would kinda make sense.

And i just thought about it now, the armory could work as a tech center aswell, if u would go with a prefix/suffix system, to allow u to research towards better chances for certain weaponry drops if u defend succesful.
Ah so many ideas, to bad i have no idea about coding lol.

 
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Topic: Redshift / The Possible Reason to Base Raid after a Base Buff (idea)

Hey there once again Clip :)

A few Days ago u said that ur current progress on the Base Raid overhaul wasnt as satisfying as u hoped, and i had an Idea in my head for a while now (and talked about it a few times) but not sure if u were around at any of those Times.

Obviosly i do not know what u already planned/changed, but for me a big Reason to Base Raid, even if they are insanely hard would be if the Bases could drop higher rarity Weaponry.
We have Ships, Inters and Crew all in diffrent raritys, the Weaponry, even though its strong compared to the Ship Stats, just feels lackluster on that part.

So a few short points about the idea first:
-Rare-Immortal Weaponry Drop only in Base Raids
-Possibility of a Prefix/Suffix System on those
-A new Base Building called Armory with the chance to drop Weaponry
-Chances that the change could motivate ppl to only hit the strongest bases they can handle.
-Inventory system and possible salvage system for weaponry.

-Weaponry itself
One way is ofcourse to just add the higher raritys with better stats, and potentially new forms of weaponry currently not available.
Another would be to add a classic Prefix/Suffix system to the dropped weaponry ala Diablo 2 etc. Which would be realy cool, but i cant imagine how much extra work that would be for u.

-What decides the chance of Weaponry Drops
Just adding Weaponry drops to Base Raids would be short sighted.
Best Way i can think of would be to create a new Building called Armory or so, which would only be available at higher Command Center Levels (like 7+) with more Armory buildings available with each extra level.
If an Attacker Destroy the new Building, he would have a Chance to get a Drop (or a guaranteed grey) but if the defender does protect it succesfully, he would have a chance for a drop instead.
The Chances to get a loot/higher rarity could increase the better ur Armory is leveled.
Giving a reaosn to attack the best Bases u can find aswell as a reason/reward for Defending.

-Weaponry Inventory/salvage system
Ofcourse with all the increased attention for Weaponry, it would be a realy bad thing if they would be fixed on 1 ship and destroyed when removed as it is in the current system.
To realy enjoy a fully fledged out weaponry system, we need to be able to try out, and move around weaponry at will without loosing them.
They could simply work like the other cards, maybe a slightly increased inventory in return.
A possible Salvage system where we could get half the invested prime back/some for the weaponry itself would be a bonus ontop, but since inters dont have one, its not essential.

Well, i hope u like this one aswell, although im afraid that its probably to late to consider it for the base overhaul.

 
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Topic: Redshift / Alternative Pirate Idea

glad u like it. :)

as i said alot of details are left to figure out, but if done right i could even see Speed and Range buffs beeing useful (maybe if buffed) here.
A pirate squad that can rush in with high speed, or shoot the transport from afar could be tricky to defend against :)

 
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Topic: Redshift / Alternative Pirate Idea

With the Base Buff happening sooner or later, i keept thinking that the Pirates after a Base raid might not work anymore.
If Bases would be as hard as Fleet raids against a strong opponent, getting another strong Fleet after it would be overkill.
So here my idea to keep the idea of pirates, but in a completly diffrent System. (potentially intresting for alliances)

Some Short infos first.
-Seperated game mode with Pirate theme.
-Kind of an escort mission
-Every Player can set single squads into pirate mode.
-Rewards for both sides possible.
-Could be part of Alliance Warfare

-The Gamemode:
Instead of Pirats appearing randomly after a Fight, this one wold focus on the idea of Space pirates, but less as a full organized Fleet and more about random Squads trying to hit a weak Target.
The Player initiating the Fight would have to Escort some sort of Ressource Transport from the Bottom Corner to the Top Corner for example. (could be random)
This Transport would move rather slow ofcourse.
The Pirates would spawn 1 after 1 Squad all around and the Player would have to stop them from reaching the Transport (not sure how this could work with the current targeting system though)
Pirates would get more then 8 Squads in total, to make up for there splitted appearance.

-Who and What would be pirates.
Every Player would be able to set some of his Squads into Pirate mode, making them unable to be used for other stuff in the meantime.
In return, the Squads could get rewards for the player sending them onto a Pirate Mission. Such as if they manage to kill a Host or even the Transport during the Pirate Mission.
Pirates in a Game would randomly pick the Squads available, potentially factoring in the Fleet raid elo of all the Players.

-How it could be used in Alliances.
I do not know the plan u guys have for Alliances, so maybe it wouldnt make sense. But if the Alliance System will include some sort of Ressource donating System, this would be where the Pirate System could make sense.
Players Transporting Ressources to there Alliance, and the Pirate Squads from other Players trying to stop this.
If a Player is succesful the Alliance gets the Ressources and maybe a Bonus based on how secure the Transport was.
If a Pirate destroys the Transport, the Player(s) sending in the Pirates would get the Rewards either for themself or there Alliances directly.
Possibly a Player could order his Pirate Squads to focus only on a certain Alliance.

Ofcourse there would be alot more details to figure out, but maybe u like the idea :)

 
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Topic: Redshift / V2.71 RELEASE NOTES

found a little bug.

Upgrading a Tower With nanos is supposd to be 50 Immortalis reward now, but it still rewards a green EXP card.

 
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Topic: Redshift / Attack priorities (base assault)

just place them. with the new patch they auto target turrets anyways :)

 
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Topic: Redshift / Attack priorities (base assault)

slow fire rate ships should focus higher plating targets first, and for the most part turrets are the targets with the highest plating in a base.

 
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Topic: Redshift / Why Titan is broken

when u use the titan, or any other epic+ ship as escort they add a passive bonus to host, or squad or in the case of the titan, adds a fleetwide bonus for inters.

 
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Topic: Redshift / Does anyone know ____?

leveling my Argo active did cost me around 190k to reach lvl 50, then another 140-150k to finish at lvl 60.

 
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Topic: Redshift / Why bases are broken

Iv played othe rgames alike, that had bases drop special stuff, making base raiding realy intresting.

Obviosly i agree with u that bases need a reason to be attacks, and need both a reward for defending aswell as a penalty for loosing.

As an idea for the Attacking player reward:
Why not add Rare weaponry that one can only find in base raids, and only on certain higher rank buildings and such. Like a Singularity Tower could have a chance to drop Rare cannons and make it so that the Level of the building increases ur chances for loot/better rarity loot.

 
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Topic: Redshift / Why Titan is broken

not much to add other then i agree once again with u Kraz.

Im currently running 7 Titan escorts at lvl 60+, and its scary to watch those inters go wild at times.

 
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Topic: Redshift / Save the Cannons!

the fact that i could do s76 with a single nemesis squad is reason alone that it annot go back to that.

The battles are muich better when they are harder. Base still need the next buff though. Still weak against a decent fleet.

 
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Topic: Redshift / Save the Cannons!

Cannon fix made the battles way more enjoyable for me.
Leave them as they are. They are still pretty strong considering u can almost double a lvl 100 immortal dps with them.
(nem and argo got around 66 dps i think it was at 100, while cannons can add 54 dps for them)

 
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Topic: Redshift / First thoughts on 2.5 (FEEDBACK)

u do realize that that would alos mean that almost all the sector 100+ titans would 1 shot one of ur host most of the time.
I could accept the titans not targeting the closest enemy, but a straight target host for them is a no go.

 
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Topic: Redshift / First thoughts on 2.5 (FEEDBACK)

Originally posted by Blackat:
Originally posted by NarfiNarf:

i dont have much to add, but agree on everyting.

Another problem why Especially Argo and Titan are so useless atm is the Firerate combined with the targeting system (as its working for a whole squad at once)
if A: Especially titan shoots would travel faster
and B: Each Host, each Escort and each squad of Interceptors would have there own target nearest target routine, it could change alot to make them more useful as escorts.

It would allready be a blessing if titans would ignore interceptors as targets ;)

or at least set up to do so :)

if u would set slow firering ships to ignore interceptors, u would reduce there usefulness way to much.
The problem aint that Titans shoot at interceptors, but that titans shoot and by the time the shoot gets there, the intereptor is already dead for 5 seconds cuz the whole squad targetet the same one.
If the titan shoots at all when its set as escort.

 
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Topic: Redshift / First thoughts on 2.5 (FEEDBACK)

just thought about the possible red escort bonuses again.
OVerlal i think they should not be that strong and stackable that the whole escorts would be reds. I would like to see axioms and Liberators to stay useful in some combos.
An example with the suggested titan change to crit dmg.
If it would be fleet wide and 20% more crit dmg for a lvl 100 titan and it would be capped at 100% extra dmg, u would only want 5 of them, leaving room for other ships aswell.
Id like to see other fleet buffs work in the same way, or if they get stronger squad based buff, then 1 should be enough to cap it at lvl 100.

Titan with Crit dmg and Argo with life leech sounds good and unique compared to other buffs in the game
Cyg and Nemesis should be diffrent though, id like to get something more unique to those rather then the suggested plate, dps or somewhere i heard dodge.

Nemesis could be a Attack Speed or Projectile Speed (including the buff/heal stuff) buff, essentially dps aswell, but u could set a cap on those without blocking it with the red captain passive.

Cyg as a tanky ship could have some sort of absorb feature, either taking the dmg the host would take at a reduce ammount, or from the whole squad including interceptors.

 
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Topic: Redshift / First thoughts on 2.5 (FEEDBACK)

i dont have much to add, but agree on everyting.

Another problem why Especially Argo and Titan are so useless atm is the Firerate combined with the targeting system (as its working for a whole squad at once)
if A: Especially titan shoots would travel faster
and B: Each Host, each Escort and each squad of Interceptors would have there own target nearest target routine, it could change alot to make them more useful as escorts.

 
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Topic: Redshift / V2.4 OFFICIAL RELEASE NOTES (IMPORTANT STUFF, ALL PLATFORMS)

to have it posted here aswell.
Fleet Dmg from legendary crews dosnt seem to work either, or if its split through the whole fleet like boredom said it would be pretty pointless.
Granted just adding 150ish bonus flat dmg to every ship would be overpowered.
Tested with Liberator and Axiom in Sector 16.
With or without crew, both needed the same ammounts of shoots to kill the Axiom enemy in there in all trys.

 
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Topic: Redshift / The memory leak is still alive and kicking

i do have a pretty weak laptop where i notice the memory leak rather fast.

After mondays patch it was better, but now it has gotten worse again for me.
During the weekend there was some theory that the ships weaponry would cause some memory leak.

I dont have a second fleet yet to test it, but based on all the new weaponry i bought and that the memeory leak seems to be worse now, i could see this beeing true.

Maybe worth checking into.

 
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Topic: Redshift / Planetary raids issue

heres what Clip said about planet raids yesterday, or rather how i understood it as i cant recall the excat words.

-Planet Raids difficulty depends on ur Elo (fleet raids)
-Planet Raids only upate the fleets like once per day (personal observation)
-Planet Raids only update the fleets to something new if any of the 3 available fleets has been killed since the last check. And only fleets that have been killed would change.

essentially that means that on the first day u might farm a grey lvl 1 alot, while u possibly raise ur elo during fleet raids (not sure if planet raids increases elo aswell)
So when the game checks for the difficulty on day 2, it might spike out to high, especially if planet raids increase the elo aswell and it was farmed alot the first day.

 
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Topic: Redshift / Feedback on Pirates

So the pirates have been there for a while, but now we have the reward aswell. Time for a little feedback :)

Im a bit torn apart on them to be honest.

Pro:
-Sometimes great rewards (understandable that they cant drop nanos/credits each time)
-They spice up base farming
-Slowing down base raids due to keeping hosts undeployed to deal with pirates flanks.

Cons:
Major:
-I realy dont like that the FLeet Raid elo is used to decide there strenght. There have been to many ppl getting Pirates twice as strong as there own fleet, or even more and that after a part of the fleet is already in chaos from the base raid. I would realy like to see some other mechanics used here. Something along the lines of a certain fleet strenght based on the CC level. It would make more sense for me to have weak pirates near a weak base that they wanted to plunder, while a big base is more likely to attract a bigger pirate fleet.
Minor:
-There are so many Raids without them :/ I think im at something along the lines of 1 pirate in 50 base raids.
-The repair times they can force upon u, especially when one ends up facing a way to strong pirate fleet can be rather anoying for some player.
-Rewards should scale with pirates FP. A 200k FP pirate fleet rewarding 200 nanos or 10 credits is awesome, but then u run into 450k+ FP and only get 100 omega/prime matter with a high risk of loosing atleast some hosts.

feel free to ad dur feedbacks/opinions. :)

 
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Topic: Redshift / Odd bug

bug did hunt me down aswell, and this day was going so well :)

 
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Topic: Redshift / Fleet Deployment

I would like a Pause button aswell.
Giving us to much controll of the battle itself would probably not very good, cuz if we could simply tell our ships to target the host ships, many battles would be to easy and interceptors would lose alot of usefulness that the current targetr nearest enemy system gives them.
Would be enough for me if the following would be added:
-Hotkeys for captain ability and maybe ship abilitys
-Option to deploy the whole fleet with 1 click/button press.
-Option to realy set our spawn order. The rarity/level system that there is now is alot better then the old one, but especially with the burn on lowest level, this is changing way to much for me :)
-a slight improvement to the collision detection and/or a better AI for ships not beeing in range to look for a way around rather then pushing the ships infront further and further into the enemy.

other stuff such as bigger battlefield, heck maybe even obstacles in the battlefield would be very intresting aswell as the ability to set other formations then just the default V formation for our fleets when they are used in fleet raids. But all that is extra content that can wait till the core mechanics are solid.