Fractal Softworks Forum

Starsector => Announcements => Topic started by: Alex on March 26, 2012, 02:10:35 PM

Title: Starfarer 0.52a (Released) - Patch Notes
Post by: Alex on March 26, 2012, 02:10:35 PM
Here's the list of changes made in the dev version since the 0.51a release.

Standard disclaimer: it's probably missing a few small things here and there that I didn't write down.

Not save-compatible with the 0.51a release.

Changes as of April 30, 2012

Miscellaneous:


Changes as of April 26, 2012

Ship AI:

Weapon balance:

Ship balance:

Modding-related:

Command interface:

UI improvements:

Miscellaneous:

Bug fixes:


Changes as of April 12, 2012

Ship balance changes:

Hull mod balance changes

Weapon balance changes:

Command interface:

Admiral AI:

Ship AI:

Content:

Miscellaneous:

Modding related:

Bug fixes:


Changes as of 3/26/2012

Features:

Ship AI:

Admiral AI:

Ballistic weapon balance changes:

Energy weapon balance changes:

Hull mod balance changes:

Modding-related:

Miscellaneous:

Bug fixes:
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: CrashToDesktop on March 26, 2012, 02:18:08 PM
Oh, 5th weapon group.  Always wanted that. :D
And I thought all personnel consumed supplies.  I've always noticed my supplies running out when I have a large fleet with a lot of crew.
Meh, I liked running around in my Tempest with a Nav Buoy or two underm y command.  I was unstoppable. ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Faiter119 on March 26, 2012, 02:21:33 PM
Nice! Fixing balancing issues AND introducing a new feature! I like this!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Arghy on March 26, 2012, 02:27:07 PM
Love the supply cost changes and i cant wait to curse the accident mechanic. I dont get the extended mag nerf unless you want it to regenerate like the other ones in which case rock on.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nori on March 26, 2012, 02:32:15 PM
Nice... ~snip... Yeah, I need to learn to pay more attention to what I read.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on March 26, 2012, 02:34:40 PM
Oh my god I can't wait  ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on March 26, 2012, 02:34:51 PM
Looks like a good set of changes! Recharging ammo sounds like a great idea for the burst weapons and will probably be used in some awesome mods as well...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Apophis on March 26, 2012, 02:35:11 PM
Autofiring PD weapons should switch off from ships to target incoming missiles and bombs
and about the PD_ONLY weapons tag, will be implemented?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nori on March 26, 2012, 02:41:50 PM
The changes look good, especially the flux capacitor one.. 2k bonus flux on a frigate is something I've wanted, then I can fit a Hyperion with 4x AM Blasters, before I couldn't do that...

Curious that there isn't any ship balance changes in this though... Obviously time is a limiting factor, but I would have thought some ship balance may take place.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on March 26, 2012, 02:44:18 PM
The changes look good, especially the flux capacitor one.. 2k bonus flux on a frigate is something I've wanted, then I can fit a Hyperion with 4x AM Blasters, before I couldn't do that...

Curious that there isn't any ship balance changes in this though... Obviously time is a limiting factor, but I would have thought some ship balance may take place.

Anywho, I love new releases.

It's not out yet - this is an in-progress list of stuff.

Autofiring PD weapons should switch off from ships to target incoming missiles and bombs
and about the PD_ONLY weapons tag, will be implemented?

Possibly - I need to get some time to actually think about it :) It's not exactly a priority item.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nori on March 26, 2012, 02:48:30 PM
Opps, didn't notice the "In-progress" part...  :P

Anywho, lots of good changes and I am totally looking forward to the 5th weapon group...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: stonehand on March 26, 2012, 02:52:58 PM
•Added UI element that breaks down all the effects affecting your ship (nebula, flux damage boost, engine boost, etc)
any chance at getting this sort of think for weapons on the refit screen for example if avd. optics is on the ship the grav beam equiped shows its new range. This would useful for seeing the effect of what we put on the ship or if we have a slow weapon turn speed and we put on avd gyro be nice to see it go up to normal or high turn rate on its tab to get a feel for the inprovement without having to take it into combat to test. Or in the case of avd. optics what weapons it effects would be easyer to see.

love the ammo regen
also the drones now at normal (hope when we get skills we can inprove drones to higher lvls)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Avan on March 26, 2012, 03:12:10 PM
Are we getting ship storage/fleet splitting yet?

If not, can the accidents for fleetpoint & hangarspace over-limits be disabled?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on March 26, 2012, 03:15:44 PM
Love the supply cost changes and i cant wait to curse the accident mechanic. I dont get the extended mag nerf unless you want it to regenerate like the other ones in which case rock on.

It seems good enough for ballistic weapons in any case (and it's cheap). But it also affects the number of "charges" for burst weapons and the Autopulse Laser - which made it incredibly OP at +100%.

any chance at getting this sort of think for weapons on the refit screen for example if avd. optics is on the ship the grav beam equiped shows its new range. This would useful for seeing the effect of what we put on the ship or if we have a slow weapon turn speed and we put on avd gyro be nice to see it go up to normal or high turn rate on its tab to get a feel for the inprovement without having to take it into combat to test. Or in the case of avd. optics what weapons it effects would be easyer to see.

Hmm, it's not quite the same thing. This shows the dynamic effects you get hit with in battle, not mods you've got equipped.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on March 26, 2012, 03:25:09 PM
Woooow, that's a lot of stuff. I cannot wait for this.  :D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on March 26, 2012, 03:26:10 PM
Exciting.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: stonehand on March 26, 2012, 04:02:30 PM
can weapons on the refit screen get info updates based on what hull mods are on... for example if avd. optics is on the ship the grav beam equiped shows its new range. This would useful for seeing the effect of what we put on the ship or if we have a slow weapon turn speed and we put on avd gyro be nice to see it go up to normal or high turn rate on its tab to get a feel for the inprovement without having to take it into combat to test. Or in the case of avd. optics what weapons it effects would be easyer to see.

sorry this is almost a repost changed how i opened it to be more clear did not understand your answer ???
"Hmm, it's not quite the same thing. This shows the dynamic effects you get hit with in battle, not mods you've got equipped."
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on March 26, 2012, 04:12:39 PM
Yeah, I understand what you mean. What I was saying is that the feature you quoted earlier isn't related to this, even though it sounds like it might be.

If you're simply using it being sorta-similar as an excuse to make an unrelated suggestion, that's fine :)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Avan on March 26, 2012, 04:17:35 PM
*pokes at his prior post*

Not being able to collect all the ships (even if they aren't in my fleet, but rather just in storage) safely is a dealbreaker for my OCD.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on March 26, 2012, 04:24:04 PM
A modded station, neutral to all factions, which buys and sells for 0% of value and doesn't have supply convoys might be a nice stopgap.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Avan on March 26, 2012, 04:26:55 PM
yeah, but afaik, we can't change their price margins.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nick XR on March 26, 2012, 05:12:48 PM
I agree with a lot of what's already been said about notifications of status modifiers.  It would be great to have a "ship summary" on the refit page that listed all of the status modifiers, then when you highlighted a weapon, say a "Gravitron Beam" there would be a final range listed in bold ie "1215", then next to it would be the math break-down of the range say (700 +200+ 315) and somewhere on the gun card would be a list of effects "Advanced Optics +200 range, Cruiser Targeting Computer +35%, -40% turret traverse" (include captain bonuses here).  And put these on the gun card, not the ship to make it clear when affects apply to items (advance optics for example only apply to beam).

Also in the vein of transparency, something describing WHY your fleet is so slow.  Give the user feed back to empower them to make the decision of should they have faster ships or fewer ships?  Right now it's sort of a crap shoot to figure out what you need to do to improve fleet speed.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on March 26, 2012, 07:15:23 PM
just because this begs to be re posted. because i can see now someone saying.. hey Alex i think there is a bug because i keep getting the same outcome when i reload my game.

Accident consequences stay consistent upon reloading the game, so save/loading until you get a favorable result isn't an option
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: vmxa on March 26, 2012, 07:23:36 PM
Glad I did not save any games thus far. Fifth array, sounds good to me.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Arghy on March 26, 2012, 07:46:58 PM
Love the supply cost changes and i cant wait to curse the accident mechanic. I dont get the extended mag nerf unless you want it to regenerate like the other ones in which case rock on.

It seems good enough for ballistic weapons in any case (and it's cheap). But it also affects the number of "charges" for burst weapons and the Autopulse Laser - which made it incredibly OP at +100%.

any chance at getting this sort of think for weapons on the refit screen for example if avd. optics is on the ship the grav beam equiped shows its new range. This would useful for seeing the effect of what we put on the ship or if we have a slow weapon turn speed and we put on avd gyro be nice to see it go up to normal or high turn rate on its tab to get a feel for the inprovement without having to take it into combat to test. Or in the case of avd. optics what weapons it effects would be easyer to see.

Hmm, it's not quite the same thing. This shows the dynamic effects you get hit with in battle, not mods you've got equipped.

Is it possible to change the beginning charges of a burst weapon or their refresh rate? The ability to regen ammo makes a huge difference esp for ballistic weapons and all you need to do is tweak their regen rate to balance it.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on March 26, 2012, 08:17:45 PM
*pokes at his prior post*

Not being able to collect all the ships (even if they aren't in my fleet, but rather just in storage) safely is a dealbreaker for my OCD.

Yeah, saw it the first time :) Can't give you a definite answer yet - it's on my "look at this" list. Part of the problem is that it might be a tough feature to take away later - as I would likely have to. Perhaps making prices moddable, and leaving this to mods for the time being would be the right answer - but again, I need to take a closer look.

Is it possible to change the beginning charges of a burst weapon or their refresh rate? The ability to regen ammo makes a huge difference esp for ballistic weapons and all you need to do is tweak their regen rate to balance it.

Ballistic weapons do not regenerate ammo (though you could make them do that via mods, if you wanted to). The "beginning charges" of burst weapons are basically ammo, and they regenerate pretty fast - but not as fast as the weapon can fire. So, it fires off a small burst of stored-up charges, and then slows down its fire rate to the "ammo" recharge rate.

I don't quite get what (or rather, why) you're asking, though - but hopefully this clears it up at least a little bit.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Arghy on March 26, 2012, 10:59:18 PM
You answered the question already, basically wanted to change all ammo based weapons to the regen model because it bypasses the whole running out of ammo during a battle. Missiles i can see and they are already fairly well balanced but weapons like the assault chaingun will fit beautifully with the burst model.

Haha actually thinking about taking a java class for my filler class because of this game :D.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Ishman on March 27, 2012, 03:36:22 AM
Until you've got the in-battle ammo replenishment system hinted at by those ammo hopper ships, I'm looking forward to getting regenerating ballistic weapons. I am a sad panda whenever I run out of ammo in my ballistic fitted ship after chewing through 4 or 5 ai ships :(
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: factotum on March 27, 2012, 04:52:54 AM
Until you've got the in-battle ammo replenishment system hinted at by those ammo hopper ships, I'm looking forward to getting regenerating ballistic weapons.

Er, Alex said 2 posts above yours that ballistic weapons DON'T regenerate...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Faiter119 on March 27, 2012, 07:28:08 AM
Does stations get new ships now?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: superdreddie on March 27, 2012, 08:06:37 AM
Be careful of adding too much detail in tooltips or summary screens - it may scare a new player. Maybe have an option "Show detailed information" or "Show stat breakdown" for the more advanced users?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Ishman on March 27, 2012, 10:37:33 AM

Er, Alex said 2 posts above yours that ballistic weapons DON'T regenerate...

Modsssssssssssss
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: RaveBomb on March 27, 2012, 11:01:34 AM
This looks awesome.   Any ETA on release?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: intothewildblueyonder on March 27, 2012, 01:23:12 PM
This looks awesome.   Any ETA on release?
Alex has given us his standard release schedule  :)
The release will be out on: SoonTM ;)

(Edit: and he's never been late :D)

p.s. you could just say that fighters/frigates don't benefit from nav buoys b/c the additional navigation information won't help them in any significant way (just in case it bothers anyone lore-wise)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: eirikrr on March 27, 2012, 01:29:07 PM
looks awesome. Any clue on when the LVL system will be implemented? Anyways, I look forword to the changes :)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: intothewildblueyonder on March 27, 2012, 01:36:21 PM
Will hull-mods ever be made so that you can have multiples of the same one (e.g. 2X advanced optics, [with limited returns])
or will there be any more modifications that are stepped, like flux vent and capacitors currently are.

May I also suggest a few more variant types for  each ship (looking around at the forums it would seem like a good idea to have some-sort of defensive/PD variant for some of the larger ships)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: 51ppycup on March 27, 2012, 01:41:42 PM
Someone should mod in an "Automated Ordnance Fabricator" hull mod -- costs a ton, but regenerates ballistic ammo and missiles at the expense of hull HP.  It cannibalizes ship mass to fabricate ammo, but won't do so until a weapon's magazine has been completely depleted.  ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on March 27, 2012, 02:01:37 PM
Hmm... this is probably already on the list of things to do that are hard, but I would love if the AI (on both sides) didn't know where every shipr was. Its perfectly fair, but means you can't really sneak units by the enemy to set up a flank or something.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: CrashToDesktop on March 27, 2012, 03:08:07 PM
There seems to be enough updates to make a whole new version already.  Keep it going!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: intothewildblueyonder on March 27, 2012, 05:00:32 PM
Hmm... this is probably already on the list of things to do that are hard, but I would love if the AI (on both sides) didn't know where every shipr was. Its perfectly fair, but means you can't really sneak units by the enemy to set up a flank or something.

there is a discussion about this here: http://fractalsoftworks.com/forum/index.php?topic=1410.0

but I think that this will have to be implemented in some form when phase-ships come in
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Zilerrezko on March 27, 2012, 05:54:54 PM
Quote
Added ammo optional regeneration for weapons ("ammo/sec" in weapon_data.csv)

oooohhh,, so perfect  :'D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Anysy on March 27, 2012, 06:57:45 PM
Posting here mostly such that it shows up in my 'new replies' filter, and somewhat because I wanted to state my happyness about the charge system for energy PD, and the new logic - Hopefully it will go a long way towards making them incredibly useful
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: craftomega on March 27, 2012, 08:52:17 PM
How compatible will this be with current mods?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on March 27, 2012, 09:27:35 PM
How compatible will this be with current mods?

Shouldn't break current mods. At least, none of the changes so far should.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: YAZF on March 27, 2012, 10:18:09 PM

but I think that this will have to be implemented in some form when phase-ships come in

Uuuugh Don't even mention phase ships. I want them so badly! I'm having a hard enough time waiting patiently for new content and updates as it is. XD I know development takes time but I wants it all noooow!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Avan on March 27, 2012, 10:19:05 PM
Good to hear you are at least taking it into account alex. Even if its moddable, that's fine by me.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Qloos on March 27, 2012, 10:40:23 PM
Quote from: Alex
Fixed bug where small missile weapons would get the "PD" flag from the Integrated Point Defense AI hull mod

This is an outrage.

I enjoyed using integrated point defense AI mods in combination with swarmer missiles.  They were like intercept missiles.

Suggestion:  Add a point defense missile weapon class.

Quote from: Alex
Heavy Mauler: increased range, projectile speed

(http://0.media.collegehumor.cvcdn.com/66/79/collegehumor.89ac14e9f05562624e47e64004ead9a8.jpg)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: powerbonger on March 28, 2012, 01:07:22 AM
Seeing this post about 0.52a being indevelopment made me happy  ;D  Its like Alex is giving away extra birthdays for everyone
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thana on March 28, 2012, 01:37:38 AM
Seeing this post about 0.52a being indevelopment made me happy  ;D  Its like Alex is giving away extra birthdays for everyone

Well, personally I'd be happier to hear about 1.00 being in development, but yeah, any new version is good to have!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Zapier on March 28, 2012, 01:55:38 AM
Seeing this post about 0.52a being indevelopment made me happy  ;D  Its like Alex is giving away extra birthdays for everyone

Well, personally I'd be happier to hear about 1.00 being in development, but yeah, any new version is good to have!

Just imagine .52a IS 1.00... and that "1.00" will just be like 10x what Starfarer started as at this 1.00 :P Hell of a game, I think.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: YAZF on March 28, 2012, 10:11:35 AM

I enjoyed using integrated point defense AI mods in combination with swarmer missiles.  They were like intercept missiles.


That...is actually really clever. I'm going to go try that before it gets removed.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on March 28, 2012, 12:20:28 PM
Liking some things, disliking some things.  Burst Lasers are actually worth their OP cost for PD now.  If you only use them occasionally, they can easily clear a field of missiles, then recharge.

Accidents are a nice penalty to have for lugging too much stuff around.  They give me a reason to keep a freighter around.  Since that freighter (Gemini) also happens to be my carrier, I haven't had to change the fleet much.

And the AI seems improved a lot.  The Brawlers are still largely a joke because it's so damn slow, but at least they back away instead of doing 180s and exposing their rear engines.  Which now have EMP resistance.  Also bigger ships won't give a single *** about piddly beam damage.  Very nice touch.

5th Weapon Group was needed and is awesome.



However, I'm HATING the "Sabotage" stuff, though.  It's incredibly annoying when I chase down a fleet that I purposely softened up for capture and they sabotage themselves 90% of the time.  It's making the whole capture mechanic seem almost pointless as I hardly ever get anything anymore.

Also, I don't think a lot of the Ballistic weapons really needed those buffs.  Given the choice, I'll take Ballistics over Energy almost any day now.  Too bad the Ballistic-using ships are all "Low-Tech" and "Midline", so they're slow and have iffy shields.

And in an all Frigate and Fighter battle, the control points lose almost all meaning except for FPs and CPs (Which usually don't matter in such a small-scale fight).  The Nav Beacons and Sensor Arrays that used to be essential for a winning edge are now pointless.



Love the supply cost changes and i cant wait to curse the accident mechanic. I dont get the extended mag nerf unless you want it to regenerate like the other ones in which case rock on.

It seems good enough for ballistic weapons in any case (and it's cheap). But it also affects the number of "charges" for burst weapons and the Autopulse Laser - which made it incredibly OP at +100%.
[/quote]

While I realize why this was needed now...it really does hit Ballistics pretty hard.  Maybe have a separate Hull Mod that only benefits energy weapons that use "Charges"?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on March 28, 2012, 12:30:49 PM
So first you say that ballistics are op, then want to change a nerf?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Tarran on March 28, 2012, 12:45:10 PM
And in an all Frigate and Fighter battle, the control points lose almost all meaning except for FPs and CPs (Which usually don't matter in such a small-scale fight).  The Nav Beacons and Sensor Arrays that used to be essential for a winning edge are now pointless.
In addition, wouldn't it basically allow situations where frigates and fighters are nearly useless in large battles? Or situations where a destroyer or maybe even a cruiser is faster than a fighter wing or a frigate?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on March 28, 2012, 12:54:10 PM
And in an all Frigate and Fighter battle, the control points lose almost all meaning except for FPs and CPs (Which usually don't matter in such a small-scale fight).  The Nav Beacons and Sensor Arrays that used to be essential for a winning edge are now pointless.
In addition, wouldn't it basically allow situations where frigates and fighters are nearly useless in large battles? Or situations where a destroyer or maybe even a cruiser is faster than a fighter wing or a frigate?

Not "useless", they're still quite good. The idea here is that in a full fleet action, the first wave of smaller ships prepares the battlefield for the larger ones, instead of simply becoming dominant on their own.

Small-scale fights don't generally have objectives to begin with. This does disadvantage a larger, all-frigate and fighter fleet somewhat - but that's the point. Rather, it doesn't even disadvantage it - it just rewards a more balanced fleet more.

...

You're making it sound like you've already played the new version - that might be confusing. Heck, it's confusing to *me* :) Hmm.

However, I'm HATING the "Sabotage" stuff, though.  It's incredibly annoying when I chase down a fleet that I purposely softened up for capture and they sabotage themselves 90% of the time.  It's making the whole capture mechanic seem almost pointless as I hardly ever get anything anymore.

Hmm. Yeah, this really sounds like you think you're playing the new version. I'm really confused.


Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Wyvern on March 28, 2012, 12:59:34 PM
Well obviously he's a time-traveling ninja hacker robot zombie!

That, or he's your evil twin from an alternate universe.  One of the two.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on March 28, 2012, 01:04:01 PM
Well obviously he's a time-traveling ninja hacker robot zombie!

That, or he's your evil twin from an alternate universe.  One of the two.
He can be...... BOTH!  DUN DUN DUNNNN :D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Tarran on March 28, 2012, 01:15:38 PM
Not "useless", they're still quite good. The idea here is that in a full fleet action, the first wave of smaller ships prepares the battlefield for the larger ones, instead of simply becoming dominant on their own.
But what happens once you get a few NB or SA? Wouldn't the frigates--and possibly fighters--be outmatched when the larger ships are not only outranging them, but possibly outrunning and outturning them?

Once they're completely outmatched, what can the frigates--and possibly some fighter types--possibly bring to the fight to make their existence worth it?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: intothewildblueyonder on March 28, 2012, 01:21:14 PM
quick ask him about any bugs, balance issues, or anything else you will have added in (then we can just skip right to .53a) [be careful about the chrono-contrdictions that conundrum can cause chaos in the construction of the continuum]
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on March 28, 2012, 01:29:19 PM
Not "useless", they're still quite good. The idea here is that in a full fleet action, the first wave of smaller ships prepares the battlefield for the larger ones, instead of simply becoming dominant on their own.
But what happens once you get a few NB or SA? Wouldn't the frigates--and possibly fighters--be outmatched when the larger ships are not only outranging them, but possibly outrunning and outturning them?

Once they're completely outmatched, what can the frigates--and possibly some fighter types--possibly bring to the fight to make their existence worth it?

The NB and SA bonuses aren't enough to make fighters and frigates obsolete - just less dominant. In situations where they do get considerably less effective, you could retreat them - which, imo, is perfectly fine too.

quick ask him about any bugs, balance issues, or anything else you will have added in (then we can just skip right to .53a) [be careful about the chrono-contrdictions that conundrum can cause chaos in the construction of the continuum]

Nice. Very nice.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on March 28, 2012, 01:29:55 PM
Not "useless", they're still quite good. The idea here is that in a full fleet action, the first wave of smaller ships prepares the battlefield for the larger ones, instead of simply becoming dominant on their own.
But what happens once you get a few NB or SA? Wouldn't the frigates--and possibly fighters--be outmatched when the larger ships are not only outranging them, but possibly outrunning and outturning them?

Once they're completely outmatched, what can the frigates--and possibly some fighter types--possibly bring to the fight to make their existence worth it?

Fighters don't collide. They pretty much outmaneuver anything they can catch.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Dreyven on March 28, 2012, 01:32:35 PM

 you could retreat them - which, imo, is perfectly fine too.


Can we get the ability to use ships that retreated as reeinforcements again?

So that if we choose to retreat our frigates, we can field them again later if we need them?
if i'm not mistaken that's not possible right now
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Tarran on March 28, 2012, 01:41:16 PM
Fighters don't collide. They pretty much outmaneuver anything they can catch.
Lack of collision is only a very small bonus in my opinion. They still hit and get hit by anything else.

And with outmaneuvering, will they still outmaneuver their enemy significantly once their enemy has several NAs? Just a general question.

Can we get the ability to use ships that retreated as reeinforcements again?

So that if we choose to retreat our frigates, we can field them again later if we need them?
if i'm not mistaken that's not possible right now
Yeah, I think the ability to recall forces would be nice.

Otherwise, I can't see myself ever ordering retreat unless a ship is close to death.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on March 28, 2012, 02:00:11 PM
Then what about economics? A single wing of fighters puts at risk three, maybe four pilots and provides the maneuvering and firepower of about a frigate. Not only that, they're also an infinite outlet for missiles and bombs, since they can return and refit, and thusly can also return to maximum health in about a heartbeat.

Seems VERY fair to me.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Tarran on March 28, 2012, 02:34:01 PM
Economics isn't important in the actual fight, only the FP cost. Outside of the fighting and after the battle, yes. But inside the actual fighting, not really.

As for missiles and bombs, you have a decent point there. Problem is that their missiles usually aren't that good (or are few in number in the case of the singular Harpoons). Bombs are a decent point though, I will admit.

As for returning to maximum health, that's a decent point unless they're all destroyed. Remember, since most fighters and bombers do not have shields, they're going to be taking losses where frigates usually just shrug it off. If they take too many losses, they're destroyed. So that point can be a valid or pointless depending on how good the fighters are at not dying and also depending on how fast the fighters/bombers are; slow ones might not get away.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on March 28, 2012, 04:15:06 PM
In my experience, small hitboxes and superior maneuverability more than make up for the lack of a shield. Frigate shields are generally kind of *** anyway, and there's not a situation I've sent, say, some thunders to their deaths that a frigate would have survived either.

The weaker fighters, I admit, are considerably less hardy than frigates, but I wouldn't say that a Hound is THAT much tougher than its reciprocal fighter, the Talon.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on March 28, 2012, 04:40:54 PM
As an infinite Harpoon outlet, I'd say the Thunder fighter is perfectly scary enough~
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Zilerrezko on March 28, 2012, 04:54:55 PM
I love the thunder  ;D I usually just have like 6 thunders (hard to find so I leave game overnight just to have them spawn) and 2 condors, then I kick some paragon butt woo!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on March 28, 2012, 05:42:26 PM
Yeah, recently I've tried to avoid using fighters at all. It definitely makes the game a little too easy.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: evil713 on March 28, 2012, 05:43:49 PM
can i get a clarification on "charges" when it comes to the beam weapons.

does this mean a "charge" is used for every full firing of the beam, or that a full clip of charge is required to fire the beam at full strength?

Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on March 28, 2012, 05:44:34 PM
can i get a clarification on "charges" when it comes to the beam weapons.

does this mean a "charge" is used for every full firing of the beam, or that a full clip of charge is required to fire the beam at full strength?

Charges only apply to "burst" beam weapons - 1 charge per burst. Regular beam weapons (such as the Tactical Laser) don't use charges.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Anysy on March 28, 2012, 06:20:31 PM
Does the ammo value influence beam weapons at all? ie; if I give a beam weapon an ammo amount, does it use 1ammo per second? 1 per firing (if i never let go of the mouse, it only ever uses one ammo)?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on March 28, 2012, 06:26:01 PM
No, it doesn't influence beam weapons at all.

Some interesting possibilities if it did, though.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on March 28, 2012, 06:52:22 PM
Argh.  For some reason, I thought I was playing the new version.  I feel ***.  As soon as I saw "New version", I downloaded the first link I saw....and got the same old 0.51a.  Wasn't paying attention at all.

I guess that explains why I was still EMP'ing the Brawlers so easily.  I still hate Sabataging.  I guess I was just unlucky, but I had probably a half-dozen sabotagued ships in a row...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on March 28, 2012, 07:13:57 PM
An object lesson in how expectations color our perception of reality :)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Zilerrezko on March 28, 2012, 08:43:27 PM
what are updates like for starfarer? are they every year like dwarf fortress? Or are they just whenever, like minecraft (kinda)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on March 28, 2012, 08:53:52 PM
i believe Alex said he is aiming for every couple weeks right now.

though as always that can change at a moments notice. and the release date of

soonTM is always relevant.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Zilerrezko on March 28, 2012, 08:59:25 PM
well awesome, but I was asking if there was a schedule for releases and updates such as "updates are every year 'January June and september'" or like dwarf fortress like I said every January.

btw I like how the "soon" is trade marked :P
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on March 28, 2012, 09:09:07 PM
Well, to be fair, I've been moving and haven't had internet for the last week.  So when I logged back on and saw "Update", I went nuts.

Also, any chance of getting one more feature added?

A simple "Match Target Speed" key.  It'd make chasing slow targets in a frigate or keeping pace with your Capital ships a lot easier.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Steven Shi on March 28, 2012, 09:46:53 PM
I've increased the armour by a factor of 5-7 across all ships in the 0.51a and that really addresses some of the balance issues the vanilla has with fighters.

Fighters are still dangerous but it's impossible to blow through an entire enemy fleet with just a few Broadsword and Thunders; without bombers or Daggers, there's no way you can kill off a cruiser(or even a brawler destroyer) without taking unacceptable losses.

MG still causes more overload than it ought to but at least with the increased armour, most ships (destroyers and above) can survive long enough that its buddies will start killing off your ships.

I recommend anyone interested in finding a quick-n-dirty solution to the current fighter dominance to give it a try.

Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thana on March 28, 2012, 11:23:25 PM
well awesome, but I was asking if there was a schedule for releases and updates such as "updates are every year 'January June and september'" or like dwarf fortress like I said every January.

And as you were told, there isn't a regular schedule. Some patches take longer to produce, others a shorter time. In addition to that, if you'd done coding, you'd know that it's the kind of thing that's pretty hard to estimate the task length for. Updates are released when they're done. When Alex & co. are doing a major overhaul, expect it to take a couple of months or more, when they're doing more minor stuff, a couple of weeks. That's as specific as it gets, in terms of schedule.


I've increased the armour by a factor of 5-7 across all ships in the 0.51a and that really addresses some of the balance issues the vanilla has with fighters.

Fighters are still dangerous but it's impossible to blow through an entire enemy fleet with just a few Broadsword and Thunders; without bombers or Daggers, there's no way you can kill off a cruiser(or even a brawler destroyer) without taking unacceptable losses.

MG still causes more overload than it ought to but at least with the increased armour, most ships (destroyers and above) can survive long enough that its buddies will start killing off your ships.

I recommend anyone interested in finding a quick-n-dirty solution to the current fighter dominance to give it a try.

That does sound like it'd make high-tech ships (that rely on shields instead of armour) and ballistic weapons and missiles (which can run out of ammo) hugely under-powered, though. Granted, I haven't tried your suggestion, but it sounds to me like the cure would be worse than the disease.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on March 28, 2012, 11:30:30 PM
a type of machine gun that only gets placed on fighters that does less damage so you would not overload shields easily yet they could still be a threat to other fighters and (in large enough swarms) ships.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: zakastra on March 29, 2012, 04:11:23 AM
well awesome, but I was asking if there was a schedule for releases and updates such as "updates are every year 'January June and september'" or like dwarf fortress like I said every January.

And as you were told, there isn't a regular schedule. Some patches take longer to produce, others a shorter time. In addition to that, if you'd done coding, you'd know that it's the kind of thing that's pretty hard to estimate the task length for. Updates are released when they're done. When Alex & co. are doing a major overhaul, expect it to take a couple of months or more, when they're doing more minor stuff, a couple of weeks. That's as specific as it gets, in terms of schedule.


I've increased the armour by a factor of 5-7 across all ships in the 0.51a and that really addresses some of the balance issues the vanilla has with fighters.

Fighters are still dangerous but it's impossible to blow through an entire enemy fleet with just a few Broadsword and Thunders; without bombers or Daggers, there's no way you can kill off a cruiser(or even a brawler destroyer) without taking unacceptable losses.

MG still causes more overload than it ought to but at least with the increased armour, most ships (destroyers and above) can survive long enough that its buddies will start killing off your ships.

I recommend anyone interested in finding a quick-n-dirty solution to the current fighter dominance to give it a try.

That does sound like it'd make high-tech ships (that rely on shields instead of armour) and ballistic weapons and missiles (which can run out of ammo) hugely under-powered, though. Granted, I haven't tried your suggestion, but it sounds to me like the cure would be worse than the disease.

From what I can tell from the in game descriptions that constitute the "lore" Fighter dominance is kind of intentional The current technological status quo is that fighters kick ass, and old battleship designs are not configured to deal with fighter threats, and the correct response is to have either dedicated PD frigates to guard your big hitters or to shift a larger portion of big guns to PD to deal with fighters. Admittedly The AI could use some greater awareness of fighter threats and try to counter-engage them with PD frigates and so on, but it appeals to me as it stands.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Steven Shi on March 29, 2012, 06:00:37 AM
Some people also suggested that low-tech ships would be over-powered due to higher armor when I posted this in Suggestion Thread. In reality, the fact that High-tech ships mostly uses energy mounts more than off set this.

You have to keep in mind with such a high increase in armor, kinetic weapons such as hypervelocity, Hvy MGs, ACs and Gauss etc that were very effective ship killers in vanilla will most likely run out ammo before you breach a larger ship's hull. Since HE weapons does so little damage to shield, the end result of it all is that with some attention to shield use, High Techs end up being slightly more overpowered.

Although the lore did suggest fighter dominance, the fact that AI couldn't handle large fighter wings with proper interceptor tactic means it's too easy to exploit this weakness for cheap victory.

Maybe if Alex give those AI fleets more fighter cover in future updates.....
 
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Reshy on March 29, 2012, 05:14:15 PM
Seems like the game will become much harder and slower after some of these changes.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on March 29, 2012, 05:36:51 PM
From what I can tell from the in game descriptions that constitute the "lore" Fighter dominance is kind of intentional The current technological status quo is that fighters kick ass, and old battleship designs are not configured to deal with fighter threats, and the correct response is to have either dedicated PD frigates to guard your big hitters or to shift a larger portion of big guns to PD to deal with fighters. Admittedly The AI could use some greater awareness of fighter threats and try to counter-engage them with PD frigates and so on, but it appeals to me as it stands.

There is no technological status quo. Fighters were dominant in the most recent technological age, but the Sector is in a Dark Age now.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on March 29, 2012, 07:29:17 PM
I can't wait for some lower-tech stuff that can rival the high-tech ships for effectiveness get added in.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Reshy on March 29, 2012, 09:12:20 PM
I can't wait for some lower-tech stuff that can rival the high-tech ships for effectiveness get added in.

I guess that depends, lower tech stuff usually has a lower cost to make up for being weaker.  Though they could be slightly stronger.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on March 29, 2012, 11:38:36 PM
I can't wait for some lower-tech stuff that can rival the high-tech ships for effectiveness get added in.

I guess that depends, lower tech stuff usually has a lower cost to make up for being weaker.  Though they could be slightly stronger.

20FP of "High Tech" will slaughter 20FP of "Low Tech" almost every single time.  Right now, cost isn't too much of an issue, and combat-wise, High Tech is pretty ridiculous.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Okim on March 30, 2012, 12:18:46 AM

 you could retreat them - which, imo, is perfectly fine too.


Can we get the ability to use ships that retreated as reeinforcements again?

So that if we choose to retreat our frigates, we can field them again later if we need them?
if i'm not mistaken that's not possible right now

Yeah, an order to get a ship to a back line would be nice. If you need that ship to leave the battle, but you know that you might need it later - give him an order to fall back. If you need it to completely run away - order it to retreat from battle. In break through kind of mission this fall back order should be unavailable.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: silentstormpt on March 30, 2012, 04:15:03 AM
We can easily "rectify" that in mods, even if its a "rebalance" one so its not a "big" deal if somehow fighters are a little "underpowered"
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Apophis on March 30, 2012, 08:37:54 AM
Burst PD Laser, Heavy Burst Laser, Guardian PD Laser: these now use ammo ("charges") that regenerate. Charges regenerate slower than the fire rate of the weapons, allowing a front-loaded burst of damage before slowing down to fire at the regeneration rate (rather than the actual rate of fire).
Charges are a good idea but i see a problem with PD weapons. If they use all the charges versus a ship, when there is an incoming missile they will fire at it at the (slow) recharge rate, leading to a situation worst than the current one. I suggest a simple change: energy weapons that have charges and pd tag do not fire at ships unless they have more than 50% charge (or 33%).
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on March 30, 2012, 08:41:40 AM
Burst PD Laser, Heavy Burst Laser, Guardian PD Laser: these now use ammo ("charges") that regenerate. Charges regenerate slower than the fire rate of the weapons, allowing a front-loaded burst of damage before slowing down to fire at the regeneration rate (rather than the actual rate of fire).
Charges are a good idea but i see a problem with PD weapons. If they use all the charges versus a ship, when there is an incoming missile they will fire at it at the (slow) recharge rate, leading to a situation worst than the current one. I suggest a simple change: energy weapons that have charges and pd tag do not fire at ships unless they have more than 50% charge (or 33%).

I didn't even consider this.  That could be a problem...  I guess you might have to manually toggle their Autofire on and off to make them really effective PD if something isn't done.

That said...maybe they'll actually be effective anti-ship weapons with the "Charge" system.  I mean, they aren't gonna be shredding stuff like most weapons, but maybe they'll be at least as effective against ships as other "PD" weapons like MGs.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Zapier on March 30, 2012, 11:36:01 AM
Burst PD Laser, Heavy Burst Laser, Guardian PD Laser: these now use ammo ("charges") that regenerate. Charges regenerate slower than the fire rate of the weapons, allowing a front-loaded burst of damage before slowing down to fire at the regeneration rate (rather than the actual rate of fire).
Charges are a good idea but i see a problem with PD weapons. If they use all the charges versus a ship, when there is an incoming missile they will fire at it at the (slow) recharge rate, leading to a situation worst than the current one. I suggest a simple change: energy weapons that have charges and pd tag do not fire at ships unless they have more than 50% charge (or 33%).

I didn't even consider this.  That could be a problem...  I guess you might have to manually toggle their Autofire on and off to make them really effective PD if something isn't done.

That said...maybe they'll actually be effective anti-ship weapons with the "Charge" system.  I mean, they aren't gonna be shredding stuff like most weapons, but maybe they'll be at least as effective against ships as other "PD" weapons like MGs.

You know that it was never mentioned that LR PD Laser, PD Laser, etc. have been changed to charges... just the burst ones and the Guardian PD system. If your ships are reliant on those solely for PD I think you have more things to worry about than 'ammo' charges... especially before we've even seen what the recharge rate is really like, etc. Ballistic weapons are all reliant on ammo too, so why would Laser PD systems that rely on them too be less effective... at least those still recharge.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on March 30, 2012, 04:21:07 PM
because the recharge rate will be slower than there rate of fire.. meaning you will lose DPS.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Zapier on March 30, 2012, 04:39:13 PM
That's only if you run out of charges in the middle of a fight. For all we know, we might find ourselves rarely running out of charges as they're going to recharge even as you're using them. All it tells me is that 'High-tech' ships may have to withdraw briefly from a fight now and then if they're worried about their burst lasers running out of charges, or switch to simple LR PD and PD Lasers that won't have charges. So, there shouldn't be any loss of DPS except in an extended firefight... no different than flux buildups, ballistics weapons running out of ammo, etc. that could potentially lower your DPS. And that's the key. Potentially. We'll find out when we get our hands on it...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Baro on March 30, 2012, 09:22:55 PM
Is there any way to play the dev/beta builds?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Psycho Society on March 31, 2012, 01:27:11 AM
Yes, you can play them when they are released.

http://fractalsoftworks.com/preorder/
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thana on March 31, 2012, 02:01:33 AM
Is there any way to play the dev/beta builds?

Not even Alex has access to beta builds yet.

On account of the game still being in alpha stage, you know.  ;)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on March 31, 2012, 02:25:40 AM
Is there any way to play the dev/beta builds?

Not even Alex has access to beta builds yet.

On account of the game still being in alpha stage, you know.  ;)
Lololol.
And when is .52a released? ..SOONISH
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Avan on March 31, 2012, 07:25:15 AM
neat, on the charge-based ammo system (from a modder's perspective anyways).

I intend to play around with this.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: evil713 on March 31, 2012, 03:17:01 PM
Ok I get 4 outta 5 in understanding the accedent system, but whays the "going over fleet points" accedent?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Dreyven on March 31, 2012, 03:18:35 PM
Ok I get 4 outta 5 in understanding the accedent system, but whays the "going over fleet points" accedent?

"Your fleet was too big to coordinate, sadly your Paragon crashed into your two Eagles... all are dead!"
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on March 31, 2012, 05:24:44 PM
With PD, if you get Advanced Optics and Advanced Turret Gyros, your PD Lasers will have insane range and still turn fast.

For a dedicated PD ship, it can be pretty amazing.


With Burst PD Lasers being able to fire a ton of shots before recharging, if they had the Advanced Optics/Gyros combo they would make PD AMAZING (And, justifiably cost a boatload of FP).  There might actually be a point to having dedicated PD Frigates.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on March 31, 2012, 05:30:18 PM
Ok I get 4 outta 5 in understanding the accedent system, but whays the "going over fleet points" accedent?

"Your fleet was too big to coordinate, sadly your Paragon crashed into your two Eagles... all are dead!"

Or, the slightly less harsh version - figuring out the right types of different supplies, repair parts, etc was beyond the capacity of you and your logistics staff. In the short term, that means an unanticipated use of supplies (perhaps taking something else apart for spare parts). In the long term, poorly-maintained systems will fail. If it happens to be the ship's reactor core, well, that's the breaks.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Kommodore Krieg on March 31, 2012, 08:41:23 PM
Sounding like a really good system to me.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Valhalla on April 01, 2012, 12:04:04 PM
Ok I get 4 outta 5 in understanding the accedent system, but whays the "going over fleet points" accedent?

"Your fleet was too big to coordinate, sadly your Paragon crashed into your two Eagles... all are dead!"

Or, the slightly less harsh version - figuring out the right types of different supplies, repair parts, etc was beyond the capacity of you and your logistics staff. In the short term, that means an unanticipated use of supplies (perhaps taking something else apart for spare parts). In the long term, poorly-maintained systems will fail. If it happens to be the ship's reactor core, well, that's the breaks.

oo, sounds like you could have a ship go poof in a nice bright glow if you dont have the supplies to keep everything running right. I would love to see that.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Okim on April 02, 2012, 01:31:23 AM
Just a small suggestion/request if you don`t mind.

In debug mode in campaign we can unpause the game when in system map screen. Could we have this option for a normal game? Its a very useful way to navigate in the system (seeing where your target is heading, what threats are near by etc.). Just a remind - currently pressing 'space' will get the map closed.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 02, 2012, 09:01:14 AM
Just a small suggestion/request if you don`t mind.

In debug mode in campaign we can unpause the game when in system map screen. Could we have this option for a normal game? Its a very useful way to navigate in the system (seeing where your target is heading, what threats are near by etc.). Just a remind - currently pressing 'space' will get the map closed.

That's going to stay dev-only for the foreseeable future, I'm afraid. Being able to unpause on the map breaks several things (encounter and accident dialogs don't show up, fleet/refit tab contents don't get updated properly, etc).
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 02, 2012, 10:24:52 AM
Just a small suggestion/request if you don`t mind.

In debug mode in campaign we can unpause the game when in system map screen. Could we have this option for a normal game? Its a very useful way to navigate in the system (seeing where your target is heading, what threats are near by etc.). Just a remind - currently pressing 'space' will get the map closed.

That's going to stay dev-only for the foreseeable future, I'm afraid. Being able to unpause on the map breaks several things (encounter and accident dialogs don't show up, fleet/refit tab contents don't get updated properly, etc).

Yeah, I learned this.  I noticed that by flying around in the System Map, the enemy fleets can't catch me because the Encounter thing never shows.  Funny stuff.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on April 02, 2012, 01:00:51 PM
Its probably a difficult problem to address, but have any of the AI tweaks you've done improved the behavior that frontal shield ships have against missiles? The Hammerhead in particular tends to drop everything and dance like a bumblebee (best description I could think of - wagging its rear end around apparently at random) for minutes at a time when faced with missiles (LRM's in particular).
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 02, 2012, 02:35:26 PM
Its probably a difficult problem to address, but have any of the AI tweaks you've done improved the behavior that frontal shield ships have against missiles? The Hammerhead in particular tends to drop everything and dance like a bumblebee (best description I could think of - wagging its rear end around apparently at random) for minutes at a time when faced with missiles (LRM's in particular).

Not to mention the "I can't deal with missiles!  PLZ HALP!" posterboy, the Brawler.  Hell, even if the Brawler DOES catch a missile with it's forward shields, they have 1.2flux/damage point.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: craftomega on April 03, 2012, 02:22:06 AM
So when are officers gonna be added?

Not trying to rush I just cant wait!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: BombasticBattleship on April 03, 2012, 05:31:58 AM
Not to mention the "I can't deal with missiles!  PLZ HALP!" posterboy, the Brawler.  Hell, even if the Brawler DOES catch a missile with it's forward shields, they have 1.2flux/damage point.

The brawler can deal with them if you give him flak guns :D barely have to worry about missiles and shields anymore.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 03, 2012, 09:35:06 AM
Not to mention the "I can't deal with missiles!  PLZ HALP!" posterboy, the Brawler.  Hell, even if the Brawler DOES catch a missile with it's forward shields, they have 1.2flux/damage point.

The brawler can deal with them if you give him flak guns :D barely have to worry about missiles and shields anymore.

True, but then it loses most of it's firepower potential and is hardly the "Gunship" it's supposed to be.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Dreyven on April 03, 2012, 01:03:11 PM
Quote
  • Tachyon Lances now deal twice the damage against allied targets.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Tarran on April 03, 2012, 01:20:08 PM
...Huh? That's not in the first post. Where did you get that?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nori on April 03, 2012, 01:53:54 PM
Wouldn't that be awesome... Insta-pop your own ships.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on April 03, 2012, 01:57:35 PM
Quote
  • Tachyon Lances now deal twice the damage against allied targets.
Lier lier pants on fire
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Dreyven on April 03, 2012, 02:36:14 PM
Aw cmon... wouldn't it be great?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Tarran on April 03, 2012, 03:51:42 PM
No. It would *** me off to no end. :P
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Dreyven on April 03, 2012, 04:03:01 PM
No. It would *** me off to no end. :P

Well, ofcourse we would need to balance that change a bit...

how about -50% range and 100% increased burst duration while keeping the damage the same?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: BombasticBattleship on April 04, 2012, 09:01:05 AM
True, but then it loses most of it's firepower potential and is hardly the "Gunship" it's supposed to be.

Well a ship that gets blown up quickly otherwise is just as much lost fire potential xD It's just one strategy of course, you just sit near their missile ports while the shields are up and mash the missiles at the same time as the shields. Plus you get rid of fighters pretty quick too!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 05, 2012, 03:00:50 AM
True, but then it loses most of it's firepower potential and is hardly the "Gunship" it's supposed to be.

Well a ship that gets blown up quickly otherwise is just as much lost fire potential xD It's just one strategy of course, you just sit near their missile ports while the shields are up and mash the missiles at the same time as the shields. Plus you get rid of fighters pretty quick too!
I think the point of gunships are to be a massive lump of guns which do a much damage as possible before getting taken apart.
Dreyven: I'd prefer lower recharge time, increased range and greatly reduced damage- use it as long range harassment. What you're describing loses the main (long range support) point of the lance.
I want a ballistic equivalent ><
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 05, 2012, 03:56:20 PM
Does anyone remember the Brawler Gunship from Total Annihilation?

That's EXACTLY what I think of when I think of the Brawler: A small, semi-fast ship that gets in close, then strafes back and forth, raining plasma/bullets/whatever on the enemy.

I'm gonna reinstall Total Annihilation and try to get a video of them in action.  They're sweet.

The Brawler is nothing like them and it's a damn shame.  It's a slow, clunky brick.  If they'd up it's speed or give it something unique, like HUGELY boosted strafing, then maybe it'd be useful.  But currently, it's useless.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: vmxa on April 05, 2012, 08:08:21 PM
Can't remember the Brawler, but I remember that long cannon that shots anywhere. Which reminds me of the Starcraft long range cannon of the Terrains. Not played any of those games in years.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Gaizokubanou on April 05, 2012, 10:44:35 PM
Can't remember the Brawler, but I remember that long cannon that shots anywhere. Which reminds me of the Starcraft long range cannon of the Terrains. Not played any of those games in years.

It was called big bertha gun or something.  The thing shot across most of the maps easily.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 05, 2012, 11:08:42 PM
If I can get Youtube to process the damn video properly, I have some footage of Brawlers in action.  They were a plan armed with dual rapid-fire plasma cannons.

They would get to within firing range, then strafe back and forth endlessly while raining plasma.  It looks badass when you see them in action.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 05, 2012, 11:40:59 PM
That sounds like a different sort of gunship. As in 'helicopter gunship'.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 06, 2012, 01:23:41 AM
That sounds like a different sort of gunship. As in 'helicopter gunship'.

It is.  But that's not really the point.  The point is that while they're not really "Fast", they get in your face and tend to stay there due to strafing.  And due to their forward-locked weaponry, they do some serious damage in a very short time.

The Brawler could be based on the same principle, if it got some boosted speed and, if possible, stronger "Strafing" thrusters.  I think a strafing-focused ship would be pretty unique in the game and it would really give the Brawler a unique edge in combat.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: factotum on April 06, 2012, 01:38:48 AM
The Brawler could be based on the same principle, if it got some boosted speed and, if possible, stronger "Strafing" thrusters.  I think a strafing-focused ship would be pretty unique in the game and it would really give the Brawler a unique edge in combat.

It would require a specially-written AI for that one ship, probably...sounds more like a giant fighter than anything else!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 06, 2012, 08:25:49 AM
Not a giant fighter, it's better armed and can't fly nearly as fast. It's a giant helicopter gunship. Get in your face and strafe, massive damage from front mounted weaponry...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on April 06, 2012, 08:32:01 AM
Why do people think forward locked weaponry = good? It is in every single possible way worse than a turret, at least as the game is now. If the Brawler had a turrets instead of hardpoints for the medium slots it would be a viable ship as it stands, rather than pretty much the worst. Boost the shield to match other midline ships and it would be positively good!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 06, 2012, 08:38:46 AM
Why do people think forward locked weaponry = good? It is in every single possible way worse than a turret, at least as the game is now. If the Brawler had a turrets instead of hardpoints for the medium slots it would be a viable ship as it stands, rather than pretty much the worst. Boost the shield to match other midline ships and it would be positively good!

I'm actually playing around in the Ship Editor to test a few things like this...

EDIT: After fighting with Fraps, a video encoder, and Youtube for several hours, I finally got some Brawler footage uploaded:

http://www.youtube.com/watch?v=2yT3frihZXA

http://www.youtube.com/watch?v=ibZCLGKsjEg


Note the stupid Green pilots in the second video can't hit moving targets...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 06, 2012, 09:00:04 AM
if the brawler had medium turrets and better shields it would be a monster, especially with engine mods and/or integrated targeting.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Valhalla on April 06, 2012, 09:13:24 AM
Brawler needs more space magic.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on April 06, 2012, 09:24:42 AM
Eh, I don't think it would be a monster. Probably pretty average. Let me clarify on the shield: I mean let it have a flux/damage of 1.0 or .8 like other midline ships, not let it be omni. Flanking would still = sad Brawler, but at least it could fire back due to the turrets.

It has a low flux capacity (and only 10 slots for it) so augmented engines would put a major dent in its offensive ability. Considering that even with augmented engines it would still be slower than almost every fighter it would still get swarmed and it would be only slightly faster than the wolf and lasher.

Integrated targeting only does +10% on a frigate... granted it only costs 2 points but it doesn't really do much.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Valhalla on April 06, 2012, 09:30:59 AM
Why not simply add two back facing 65 degree-arc turrets, small ballistic, or even hard set a Duel MG/Vulcan on those points. (hard set as in non-removable weapon placement.)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 06, 2012, 09:54:58 AM
If hard set were possible maybe. It would open up a world of modding opportunities. Unfortunately no.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 06, 2012, 10:55:17 AM
Not to pimp my own mini-mod (First one I've made!), but I've really been working on the Brawler problem:

http://fractalsoftworks.com/forum/index.php?topic=2060.0




I'm trying to fix it, but I'm building it as a "MK II" to keep it seperate for my testing.  If any of the changes are good and the devs wanna modify any of them for the real game, by all means do it.  I just want the Brawler to be an effective ship.  I think it really has potential.  I've kinda been able to recreate the strafing effect by modifying the Acceleration/Deceleration a bit and giving it limited-arc Forward Turrets instead of Hardpoints:

Starfarer Brawler Strafing Run (http://www.youtube.com/watch?v=nlzAb8pXKoE)
Total Annihilation Brawler Strafing Run (http://www.youtube.com/watch?v=ibZCLGKsjEg)




I've tried a lot of things independently.  So far:
-The forward turrets/arcs seem REALLY needed.  They help the brawler aim a lot
-The speed increase, obviously, is needed.  I've set it as equal to the Lasher for the time being.
-Slight maneuverability increase.  Again, I used the Lasher for reference.
-The shield-efficiency boost was needed as well.  How much can be toyed with, but I've been using 0.6, equal to a Hyperion, since they're forward-locked.

Some things I'm still going to try (Probably not all at once!) to see how they affect things are:
-Adding rear-only Small Ballistic Turrets for PD (OP will need to be increased to compensate)
-Changing the Small Universal to a Medium Ballistic (Medium Universal would unfortunately allow Pulse Lasers, MRM Pods, Pilums, and all sorts of shenanigans)
-Omni or 360-bubble shields (Far less efficient than the forward-locked ones)

I'm thinking the Small Ballistic PD Turrets will probably be good, but the other ideas are iffy and more of a "What if" experiment than anything else.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 06, 2012, 11:07:02 AM
I do like what you're doing, but I think slow buffing is preferable. Maybe start with the shields and see how it feels in vanilla for a while?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 06, 2012, 11:39:24 AM
Yeah, I know.  I'm just experimenting with it right now.

I just tried adding the two rear PD turrets and I really like it so far!  They're not some super-stop-all missile defense.  You actually have to skillfully maneuver or, due to the Brawler's shape and shields, you're gonna get clipped by missiles!  It promotes some skillful, careful flying.

I'll upload the latest test build to my mod topic.

EDIT: Playing with Acceleration/Deceleration as well.  Having high acceleration makes a ship able to move in a direction quickly, and deceleration lets them change direction quickly.  Having both makes it stop on a dime and get up to speed lightning fast, but that's not quite what I want.  So I'm giving it good Accel but only average decel.  It makes it kinda "Drifty", as it benefits you to start moving in a different direction than try to change all the sudden.  I might reverse it and see what happens.

I'm seeing which one of them I can tweak to get that "Back and forth" strafe that the Total Annihilation Brawlers have.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: VikingHaag on April 07, 2012, 11:06:08 PM
Alex, keep it arcady and fun, don't turn it into another Battlecruiser 3000 AD.
Accidents and 90% sabotage rate look like a *** move to casual player.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 07, 2012, 11:18:02 PM
Alex, keep it arcady and fun, don't turn it into another Battlecruiser 3000 AD.
Accidents and 90% sabotage rate look like a *** move to casual player.

Uhm.

Alex, just build the game you wanna play. Don't do like Bioware that made the mistake of listening to it's fans.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 08, 2012, 01:18:34 AM
The accident system sounds fine to me. No one will know for sure until it gets playtested, but in theory I am absolutely fine with harsh consequences for breaking a hard limit that most games wouldn't allow you to break in the first place.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: RawCode on April 08, 2012, 05:10:27 AM
limits and punishment for ignoring limits is 101% fine way to do things.

its much more better then system currently implemented in most games - hard limits without any chance to go beyond them.

90% sabotage is not fun way to fix uncrewed ships issue, pesronally i dont see any reason why ship with 399 of 400 crew cant fight and will selfdestruct (killing entire crew cos there is no single guy to carry pizza around)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 08, 2012, 05:12:16 AM
limits and punishment for ignoring limits is 101% fine way to do things.

its much more better then system currently implemented in most games - hard limits without any chance to go beyond them.

90% sabotage is not fun way to fix uncrewed ships issue, pesronally i dont see any reason why ship with 399 of 400 crew cant fight and will selfdestruct (killing entire crew cos there is no single guy to carry pizza around)

It's because they need that pizza!!!  Or else they refuse to work for you :D


EDIT: Also a question here.

When multisystems come into play, are we going to see several supply convoys for each system, or just having one supply fleet that travels between the systems? Because, as i've seen so far, the supply convoys exit the system and despawn.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: K-64 on April 08, 2012, 05:58:08 AM
I'm guessing the convoys would be going to and from "hub" worlds rather than just despawning perhaps. At least that's my theory
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: BillyRueben on April 08, 2012, 06:54:53 AM
or just having one supply fleet that travels between the systems?
I hope it is this option, with multiple supply fleets. I would hate to see just one TT resupply fleet roaming around the (5,10,20,50?) sectors.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: craftomega on April 08, 2012, 07:16:44 AM
Hey i know this is a reach... but i was wondering if you could add the ability to make new sectors. The modding community would go nuts if you did.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 08, 2012, 07:24:10 AM
Hey i know this is a reach... but i was wondering if you could add the ability to make new sectors. The modding community would go nuts if you did.

Sectors, as in a new starsystem or as in a whole new part of the galaxy?

If the former, that's going to come soon,
If the latter, :o
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: craftomega on April 08, 2012, 10:13:37 AM
Hey i know this is a reach... but i was wondering if you could add the ability to make new sectors. The modding community would go nuts if you did.

Sectors, as in a new starsystem or as in a whole new part of the galaxy?

If the former, that's going to come soon,
If the latter, :o

new starsystem

DO WANT!!!! Like a said modding community would go nuts.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thana on April 08, 2012, 12:24:03 PM
Hey i know this is a reach... but i was wondering if you could add the ability to make new sectors. The modding community would go nuts if you did.

Ummm... You can already mod a new starsystem into the game as the Ironclads mod shows. On the other hand, if you're talking about having multiple star systems in the game, we all know that's coming down the road and if you can mod the single star system in the current game I don't see any reason to believe you couldn't those in the larger game to come.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: craftomega on April 08, 2012, 01:34:50 PM
Hey i know this is a reach... but i was wondering if you could add the ability to make new sectors. The modding community would go nuts if you did.

Ummm... You can already mod a new starsystem into the game as the Ironclads mod shows. On the other hand, if you're talking about having multiple star systems in the game, we all know that's coming down the road and if you can mod the single star system in the current game I don't see any reason to believe you couldn't those in the larger game to come.

Im talking about "multiple star systems"
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: stonehand on April 08, 2012, 05:39:24 PM
as in 2 or more stars? (suns) in the same system
so the planets would be effected by both or more gravity wells?
just trying to work out what you mean by: "multiple star systems"

or

other systems that you get to by hyperspace or gates or what ever?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: craftomega on April 08, 2012, 08:17:50 PM
other systems that you get to by hyperspace or gates or what ever?

this
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Cryten on April 08, 2012, 09:50:30 PM
www.starfarer.com

Under
What will you discover in the ongoing development of the world of Starfarer?

Point 6:
Explore hundreds of star systems to find habitable worlds, rich resource deposits, and lost technology

You just need to wait for the feature to be worked on.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: PsychoWolfen on April 08, 2012, 10:27:47 PM
Cant wait to see that new feature worked on, going to be very interesting seeing how it needs to be balanced out.

One thing confused me however

Quote
Increased chance of uncrewed ship to be sabotaged by the enemy (instead of captured) to 90% (up from 50)

Increased chance of for each weapon of a surrendering ship to be sabotaged to 80% (up from 50)


I do remember playing new files and i had noticed that ships did get sabotaged if they were uncrewed but that was only if i engaged was it sabotaged. Does this mean that if fleets do have non-combat ready ships or do. Do we still get sabotaged or does that sabotaged weapons come into play?

Also as a follow up question does that mean that if ships are boarded though battle that the spoils become effected as well or is that the ship itself that loses its weapons?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thana on April 09, 2012, 12:56:23 AM
Im talking about "multiple star systems"

What's your question, then? We all know it's coming, it has always been part of the design specs for the game. It's not yet in in this version or, judging by the release notes, the next one, but there is absolutely zero doubt that it's coming. I honestly don't understand the source of the confusion here.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: craftomega on April 09, 2012, 09:25:33 AM
Im talking about "multiple star systems"

What's your question, then? We all know it's coming, it has always been part of the design specs for the game. It's not yet in in this version or, judging by the release notes, the next one, but there is absolutely zero doubt that it's coming. I honestly don't understand the source of the confusion here.

there was no quesstion.....


Hey i know this is a reach... but i was wondering if you could add the ability to make new sectors. The modding community would go nuts if you did.

Sectors, as in a new starsystem or as in a whole new part of the galaxy?

If the former, that's going to come soon,
If the latter, :o

new starsystem

DO WANT!!!! Like a said modding community would go nuts.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on April 09, 2012, 05:45:11 PM
Star date 65738.8 we returned to fractal softworks forum after once again seeing an update in our system as to new information. Yet again this was not the information we were looking for. For now we are still stranded in system. Unable to find a way out, none of our interstellar drives are working we have even tried conventional drive systems to no avail. There appears to be some sort of warp field or bubble holding us in this local space. For now we are unable to ascertain its origin, meaning or the intentions of those who placed it here. We shall continue to look for clues to answer these questions. Also we shall continue to look for more possible ways to escape from this sector of space.

This sector is anything but quiet as well. There are quite a few space faring ships in this system. And they seem to be able to enter and exit the local space at free will. They also seem to be able to pass threw the barrier without any effort whatsoever on there part. It does not appear as though they are doing anything at all to pass threw according to our sensor scans they have no technology as sophisticated as ours. After all we have been able to remain undetected during our entire stay in this sector. though I know the crew wishes I would break our silence and start open communication with these people, I have decided not to due to the level of violence in the sector I fear if we were to open communication with them we would only ultimately be drawn into there conflict if not become a direct target for any and all who wanted our ship for there own. And that is one danger I will not place upon this ship so long as it’s possible to avoid.

Though I sure hope we are able to break threw the barrier soon or I may be unable to quell the crew and prevent just that from accruing. For now we shall just endeavor forward in our pursuits to further understand this sector of space.

Computer… end Captains log recording.


(star date calculator here http://trekguide.com/Stardates.htm#Today)

also creative ideas for this post came from this http://en.wikipedia.org/wiki/Remember_Me_(Star_Trek:_The_Next_Generation)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: JP161 on April 09, 2012, 06:33:38 PM
Fort some odd and totally unknown reason I'm having vivid flashbacks of ST TNG & Voyager and Stargate, Starship Andromeda, Firefly.. Even minuscule amounts of Star Wars.

??? What's going on ???
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Anysy on April 09, 2012, 07:24:12 PM
Andromeda.. Now theres a ship that could be done justice in this engine
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 09, 2012, 08:05:29 PM
No mentions of B5? Guh, so unknown and underrated.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 09, 2012, 08:21:40 PM
How about Eureka Seven! Homing lasers could be fun, haha.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 09, 2012, 08:24:05 PM
Anime does not count as classic sci fi TV!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 09, 2012, 08:45:01 PM
Why not? Also, I never said it was. Just came to mind as I was thinking of fun sci-fi ships that would look cool in engine.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 09, 2012, 08:48:15 PM
Oh. I thought we were talking about a different thing. Yeah, the Gekko-Go would look pretty cool.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: JP161 on April 10, 2012, 05:51:06 AM
No mentions of B5? Guh, so unknown and underrated.
Babylon 5... The reason I didn't add it to that list is rather simple:
It's *far* above any of those.
For me to add it to that list, I'd certainly need much more than "the standard" Star Trek captain's log. ;)
You are right, though. Way underrated by many sci-fi people. :/

But for me Babylon 5 is the single best Sci-Fi series ever.
In fact, this is my signature banner in SotS' (another underrated sci-fi, but a game this time) forums:

(http://img713.imageshack.us/img713/9359/b5banneri3.jpg)

That being said, ships in Babylon 5 are (IMO, anyway) rather hard to do well in top-down-only environment. At least one as detailed as Starfarer. I do remember having great fun in SE3 with a full Babylon 5 shipset, but that's so different set that it's not even funny. :/
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thana on April 10, 2012, 06:21:55 AM
But for me Babylon 5 is the single best Sci-Fi series ever.

Amen!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: RawCode on April 10, 2012, 06:54:39 AM
currently game is not very scifi, especially lowtech and midline ships, some space magic and real technologies.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 10, 2012, 07:30:20 AM
That's called 'soft' sci fi. It's easier to work with.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Kommodore Krieg on April 10, 2012, 10:23:18 AM
Alex, keep it arcady and fun, don't turn it into another Battlecruiser 3000 AD.
Accidents and 90% sabotage rate look like a *** move to casual player.

It should be obvious by now that this Alex isn't interested in catering to the "casual player", but is interested in creating the game he wants to.  A "*** move" would be trying to force your own casual vision down a developers throat when you're in no way involved in the development. 
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Temjin on April 10, 2012, 11:32:23 AM
Alex, keep it arcady and fun, don't turn it into another Battlecruiser 3000 AD.
Accidents and 90% sabotage rate look like a *** move to casual player.

It should be obvious by now that this Alex isn't interested in catering to the "casual player", but is interested in creating the game he wants to.  A "*** move" would be trying to force your own casual vision down a developers throat when you're in no way involved in the development. 

Let's not start this debate again. People are allowed to express their opinion about what they think is fun.

I agree that an arcadey flight/combat style is very fun, and I'm all for simplified logistics to keep it focused on building and flying a fleet. It seems like he's going for a balance, which is great; not "spreadsheet wars," and not Gladius, but somewhere in between.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 10, 2012, 12:12:45 PM
Yeah, I've said before that developers should not be ironclad in their vision, auteurs like that tend not to make good games, but I do agree with Krieg that a more hardcore game would be better. I was extremely disappointed by how arcadey SPAZ was.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 10, 2012, 03:54:19 PM
I stopped questioning Alex's decisions when I realized Starfarer is the most perfect (for my tastes) game I've ever played. The balance he's achieved right now is great.
It could stand to be a bit harder to grow your fleet, but from what I've heard that's part of the plan so okay~
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 10, 2012, 07:58:35 PM
I will say that I hate the Sabotage thing with a passion.  In it's current state, there's zero way to avoid it and it really feels like the game saying "Screw you" after a hard-fought battle.

That's just my two cents on it.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alrenous on April 10, 2012, 08:27:28 PM
Should've framed it as a 10% chance to thwart sabotage.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Anysy on April 10, 2012, 08:29:20 PM
Im pretty sure the sabotage mechanics just exist because the real boarding mechanics arent in place yet, honestly.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 10, 2012, 09:07:48 PM
I will say that I hate the Sabotage thing with a passion.  In it's current state, there's zero way to avoid it and it really feels like the game saying "Screw you" after a hard-fought battle.

That's just my two cents on it.

The point of the developer is: having a large fleet should be somewhat time consuming and hard earned. And if I may say, I like it this way!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 10, 2012, 09:37:36 PM
I will say that I hate the Sabotage thing with a passion.  In it's current state, there's zero way to avoid it and it really feels like the game saying "Screw you" after a hard-fought battle.

That's just my two cents on it.

Ultimately, boarding isn't supposed to be a sure-fire way to get ships, but rather a bonus if it happens. You want to get a hull reliably, you buy (or later, manufacture) it.

It's sort of like saying that you hate that uniques don't drop every time you kill an enemy in Diablo 2. Yeah, it might be nicer for a little while if sabotage didn't happen. But shortly after that, you'd be swimming in ships, and any sense of accomplishment from getting them would be gone. Also: it's your enemies saying that, not the game :)


Should've framed it as a 10% chance to thwart sabotage.

I like the way you think!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Qloos on April 10, 2012, 10:12:41 PM
Since we're on the topic of "Biggest gripe."

Alex: How do you plan to expand combat tactics beyond "Rush cap and hold."  Every medium to large battle is focused around that one tactic.  Fast ships get sent out first to get fleet points, then send in the big guns to hold the map and blow up the remaining enemy vessels.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 10, 2012, 10:22:06 PM
Since we're on the topic of "Biggest gripe."

Alex: How do you plan to expand combat tactics beyond "Rush cap and hold."  Every medium to large battle is focused around that one tactic.  Fast ships get sent out first to get fleet points, then send in the big guns to hold the map and blow up the remaining enemy vessels.
Really? I find myself clustering around one cap point more often than not. Maybe it's the fleets I'm using, though.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Zilerrezko on April 10, 2012, 10:40:44 PM
I have an odd question, is there any way to create an "FX" say an explosion "self animation" form a math equation starting at 0 and with an equation with ratios and have a approx. dimension, etc. Create a (to put plainly) random fractal explosion with various deterministic fractals? Hopefully I put that fairly simply.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: factotum on April 10, 2012, 11:37:11 PM
Alex: How do you plan to expand combat tactics beyond "Rush cap and hold."  Every medium to large battle is focused around that one tactic.  Fast ships get sent out first to get fleet points, then send in the big guns to hold the map and blow up the remaining enemy vessels.

You know that the enemy can still reinforce when you've captured all the points in 0.51a, right? Also, capturing the points isn't the same as holding them--the ones on the enemy's side of the map tend to get swarmed quite quickly.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Anysy on April 11, 2012, 02:48:54 AM
The enemy can reinforce, yes... But you will ultimately have a MUCH larger fleet fielded, because you get +fleetpointthings from capturing everywhere, while he has to deal with the base fleetpoints
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: RawCode on April 11, 2012, 03:01:37 AM
enemy possibly can, but player not.

and with everything captured enemy will sent single ship at time just to get it ***.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: wormspeaker on April 11, 2012, 05:05:40 AM
Yeah, it might be nicer for a little while if sabotage didn't happen. But shortly after that, you'd be swimming in ships, and any sense of accomplishment from getting them would be gone.

I can attest to this. After just a few hours of gameplay I was able to amass a 500 point fleet just by capturing enemy ships and squadrons.

On the other hand, sometimes your major aim is to attempt to capture a specific enemy ship. Maybe you can add the option to spend extra marines to reduce the chance that the enemy will be able to sabotage their ship?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: zakastra on April 11, 2012, 05:21:39 AM
We need either a Heavy fighter type, or medium/heavy missile launcher slot for troop pods/assault shuttles, Marine intensive mid-combat boarding craft designed to sabotage/disable/destroy/capture vessels ( assuming they can get through shields/PD screen)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: BillyRueben on April 11, 2012, 05:39:50 AM
We need either a Heavy fighter type, or medium/heavy missile launcher slot for troop pods/assault shuttles, Marine intensive mid-combat boarding craft designed to sabotage/disable/destroy/capture vessels ( assuming they can get through shields/PD screen)
Please no.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: BombasticBattleship on April 11, 2012, 05:48:33 AM
I think the point of gunships are to be a massive lump of guns which do a much damage as possible before getting taken apart.

Well it's all up to anyone how they play of course! :D But I don't think it's a good idea to spend money on a ship expecting it to get taken apart :/ (or maybe in the complete game it will be more likely that you get your ships back if they're disabled. I hope so!)

But that was just one way I'd found to have a sucessful brawler (Though you could just have one heavy gun and one flak gun, that might work too. Haven't tried it though.)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 11, 2012, 07:31:49 AM
I will say that I hate the Sabotage thing with a passion.  In it's current state, there's zero way to avoid it and it really feels like the game saying "Screw you" after a hard-fought battle.

That's just my two cents on it.

Ultimately, boarding isn't supposed to be a sure-fire way to get ships, but rather a bonus if it happens. You want to get a hull reliably, you buy (or later, manufacture) it.

It's sort of like saying that you hate that uniques don't drop every time you kill an enemy in Diablo 2. Yeah, it might be nicer for a little while if sabotage didn't happen. But shortly after that, you'd be swimming in ships, and any sense of accomplishment from getting them would be gone. Also: it's your enemies saying that, not the game :)


Should've framed it as a 10% chance to thwart sabotage.

I like the way you think!

I suppose once I can get blueprints and start making ships, it won't be that bad.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Steven Shi on April 11, 2012, 09:02:54 AM
Since we're on the topic of "Biggest gripe."

Alex: How do you plan to expand combat tactics beyond "Rush cap and hold."  Every medium to large battle is focused around that one tactic.  Fast ships get sent out first to get fleet points, then send in the big guns to hold the map and blow up the remaining enemy vessels.

I second this. Will there be more mission variety than cap-hold-kill? Maybe simply randomize the number and position of the satellites (or even vary the available fleet points to each fleet) so it's NOT always a fair fight.

I imagine it'll add a little spice to the current game because right now, I can be 99% sure if I can win an engagement before committing and that takes away a lot of the joys of winning - if I knew I was gonna win, the process then becomes a grind. 

So please consider changing the engagement formula to simulate the luck factor. After all, overcoming unforeseen obstacles is far more stimulating to the human mind than overcoming a predictable one. 
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 11, 2012, 09:27:41 AM
I disagree. If you always know you are going to win it is how you are playing. If there's a random factor involved then the game is going to completely screw you sometimes and there's nothing you can do about it. This is not desirable.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: KDR_11k on April 11, 2012, 09:30:05 AM
A 1% chance of getting screwed horribly is a really bad idea. That doesn't add tension, that just feels like a bug. Even roguelikes give you a fair warning before instakilling you, even if it's hard to recognize. If your fleet is so strong that it can annihilate the enemy fleet then why not let it do so? Just make sure there's always a bigger fish than the player out there.

Blitzing the cap points also gives you the special benefits and denies them to the enemy so he doesn't get range or speed boosts either, even without being prevented from fielding his whole fleet. Maybe the fleet points should only be granted slowly after you capture a point so just grabbing one doesn't immediately let you throw in new ships, you have to hold them for a while to prove that you didn't just grab them by sheer chance.

I have to say I don't see the surrender/sabotage thing much anyway, it only seems to apply to uncrewed ships which you usually encounter only through sheer luck. Ships that surrender for some reason (I guess not being fielded while the enemy lost all active ships simultaneously) don't seem to sabotage at all and ships that were disabled and remain boardable don't get sabotaged either. I don't know how to make ships boardable through disabling but I guess it has to do with how much overkill damage they take?

What annoys me much more is that a defensive fleet can send ships in and retreat them almost immediately, makes it really hard to engage those Paragons because they run away before I can get a good shot in.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: K-64 on April 11, 2012, 09:42:27 AM
Having certain things happen that if you don't respond accordingly you may lose completely would be a good feature, so long as you can actually adapt to deal with those threats. Just enough so that a single strategy doesn't work in every battle every time in the same way. Things like asteroid storms (dunno what to call them, if it's in space :P) if you are attacking/get attacked in an asteroid belt (would need collision damage to be upped to be a credible threat though). Just a few things that would shake up the playing field, and make every battle interesting, but not utter pandemonium
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Sunfire on April 11, 2012, 09:46:36 AM
THat would be pretty cool, a battle in thick asteroids would be hard on slow ships though
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 11, 2012, 10:50:11 AM
Since we're on the topic of "Biggest gripe."

Alex: How do you plan to expand combat tactics beyond "Rush cap and hold."  Every medium to large battle is focused around that one tactic.  Fast ships get sent out first to get fleet points, then send in the big guns to hold the map and blow up the remaining enemy vessels.

I don't think that's actually a problem - fast ships go out first because, well, they're fast. Any objective-capture-based battle is going to favor deploying fast skirmishing forces first, at least in some quantity. Let's go for another Blizzard analogy: it's sort of like saying, "how do you plan to expand the build orders of Starcraft so that they don't always involve building some worker units to start?". (Let's ignore 4-pool and the like.)

It's not fair to say that this is a single tactic, either. It's just the overall flow of a large battle - first the smaller craft engage, then the bigger ones enter the fray. This, imo, is good, and gives different types of ships different roles, and nothing about that precludes diverse tactics from being possible.

That said, a couple of things are in the works to give battles more variety. First, balance changes that should address the dominance of fast craft. I think that's actually a major part of the issue - if you can just beat anything by sending in <some large number> of Broadsword wings, that's not going to result in varied battles. Second, I'm taking another look at the admiral AI - hopefully, it'll provide much more of a challenge.

There are also a few things that I'm not prepared to talk about, in case they don't pan out :) Overall, though, battles will retain the "first wave followed by second wave" structure (that's a bit of a "duh", isn't it?), but the composition of the waves, and the goals/tactics available to them should expand in the future.

I have an odd question, is there any way to create an "FX" say an explosion "self animation" form a math equation starting at 0 and with an equation with ratios and have a approx. dimension, etc. Create a (to put plainly) random fractal explosion with various deterministic fractals? Hopefully I put that fairly simply.

No.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: CrashToDesktop on April 11, 2012, 11:27:29 AM
Will it be possible to have animated ships using .gif images?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: KDR_11k on April 11, 2012, 11:44:29 AM
I usually send in wasps first since fighters are the most likely enemy at that early stage of the battle and the wasps seem like the most effective anti-fighter interceptor. Well, I also send in a capital ship or two so they can start advancing towards the enemy right away.

Hm, how about fortified points that have an armored shell you need to crack first before you can cap them, requiring something with actual firepower instead of a body with engines to take control of the point.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on April 11, 2012, 12:06:59 PM
dear Alex and dev team.

i can't imagine that what im about to say has not been talked about to some degree already but im curious.

have you considered increesing the map size as your character gets the ability to field more command points worth of ships at a time. i think this could bring an intresting decision proccess to the game when deploying ships if you get a large enough map.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Temjin on April 11, 2012, 01:12:44 PM
dear Alex and dev team.

i can't imagine that what im about to say has not been talked about to some degree already but im curious.

have you considered increesing the map size as your character gets the ability to field more command points worth of ships at a time. i think this could bring an intresting decision proccess to the game when deploying ships if you get a large enough map.

Ugh. It takes long enough for endgame ships to crawl across the field as is. This would just increase the power of Tachyon Beam spam.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on April 11, 2012, 03:08:29 PM
the games not done being balanced yet. it wouldnt be very hard to increase speed or increase large weapon range etc. there is more than one way to reach out and touch someone.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Wyvern on April 11, 2012, 04:02:45 PM
dear Arwan.

The game already does this - the bigger the fleets involved, the bigger the map.
Plus, if you increase speed or weapon range to compensate for larger maps... what was the point in making them bigger?  So people would complain more about not being able to zoom far enough out?

Still, this gives me an interesting idea: rebalancing the game around much shorter range engagements; cut all weapon ranges in half and see how it plays...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: CrashToDesktop on April 11, 2012, 04:44:43 PM
Still, this gives me an interesting idea: rebalancing the game around much shorter range engagements; cut all weapon ranges in half and see how it plays...
That sounds fun, but the machinegun family would suffer greatly...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 11, 2012, 04:45:44 PM
Oh god, why would you do that? Mobility would be such a deciding factor.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on April 11, 2012, 05:05:17 PM
mobility is a huge deciding factor in pretty much any conflict where the target can move comparable to the agressor.

also fighitng in a battle field the size of a house does not feel very epic... especially when you have an epic fleet.. i think the maps could size up a little more and if there was variable entry points for reinforcements i think that would help a lot as well. and what i mean by house size is.. most if not all of my large battles seem to end near the top center of the map and then its just one big rush hour conjested mess trying to move large ships around in that. the variable entry points for reinforcements would help to spread out your fleet  use more of the map and remove some of the "grab them by the belt and stab them" feel
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 11, 2012, 06:27:15 PM
Larger maps, faster ships and smaller ships. Basically, I don't want to feel so cramped up.
As for shortening ranges, are the high tech ships not OP enough for you?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 11, 2012, 06:32:55 PM
Hmm. Can you guys share what types of fleets and what numbers of ships/number of fleet points you're using, what mods are on, what the battleSize is set to, etc? Otherwise, I really have no point of reference for understanding your feedback - words like "epic", "cramped", etc, are all highly subjective and relative.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 11, 2012, 06:57:33 PM
mobility is a huge deciding factor in pretty much any conflict where the target can move comparable to the agressor.

First, there is a massive disparity in movement velocities amongst the ships of Starfarer, second, that's not even true within the history of warfare.

Charles Martel singlehandedly saved western Europe from Muslim invasion by essentially parking his heavy infantry up on hills and watching Muslim cavalry break against their shields.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on April 11, 2012, 08:14:40 PM
most of my fleets end up with compositions simular to this one

(http://i28.photobucket.com/albums/c205/arwan2/FLEET-FOR-051A.jpg)

also blitzkrieg..
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Baro on April 11, 2012, 08:17:09 PM
I usually feel like the maps are too BIG.  It takes so long to get my flagship anywhere, I end up spending the first few min of a battle just slowly moving to where the battle is.  
I find the AI isn't so good with capital ships so my fleets are usually me in that lovely tri-tachion carrier/battleship and a huge swarm of thunder multi-role fighters and wasp swarms.

If we're listing gripes I'd say the huge amount of ships in the game vs the tiny amount available for sale.  I see many interesting ships in enemy fleets but there's no way to get them other than being extremely lucky and capturing one.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Anysy on April 11, 2012, 08:56:51 PM
Completely random statistics time - The USS Iowa, (everyones favorite giant battleship (http://upload.wikimedia.org/wikipedia/commons/thumb/e/ea/BB61_USS_Iowa_BB61_broadside_USN.jpg/300px-BB61_USS_Iowa_BB61_broadside_USN.jpg)), allegedly has a faster speed than an arbitrarily picked postwar destroyer (http://en.wikipedia.org/wiki/Forrest_Sherman_class_destroyer)

(speeds of 61kph v 60kph, so its marginally different, despite the Iowa having over TEN TIMES the displacement (45k tons on the Iowa, 4k on the Forrest Sherman)

Not really sure why spaceships are as limited as they are - Certainly, absolutely terrible acceleration, but having max speeds of 40ish compared to a frigate's 150.. Then again, its probably because for some reason everyone builds ships with all the gigantic guns locked facing forwards, and they dont want to crash. But thats a completely different design philosophy to argue
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 11, 2012, 09:10:16 PM
@arwan - thank you for posting that. I'd say the fact that your fights end up at the enemy spawn is mostly due to your fighters, and how OP they are at the moment. Map size wouldn't matter much there - your fighters will sweep up the map quickly in any case, it'd just take slower ships a bit longer to get there, but ultimately not change much.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Psycho Society on April 11, 2012, 10:01:10 PM

Not really sure why spaceships are as limited as they are - Certainly, absolutely terrible acceleration, but having max speeds of 40ish compared to a frigate's 150.. Then again, its probably because for some reason everyone builds ships with all the gigantic guns locked facing forwards, and they dont want to crash. But thats a completely different design philosophy to argue

Big space ships are slow because it's a game. It wouldn't take long to get a capital ship up to speed and crash into the enemy's initial fleet, guns blazing. As cool as that might be, still, balance.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Anysy on April 11, 2012, 10:04:45 PM
Well.. Yeah. If collisions dealt tons of damage to both parties, its fun for everyone!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 11, 2012, 10:15:19 PM

Not really sure why spaceships are as limited as they are - Certainly, absolutely terrible acceleration, but having max speeds of 40ish compared to a frigate's 150.. Then again, its probably because for some reason everyone builds ships with all the gigantic guns locked facing forwards, and they dont want to crash. But thats a completely different design philosophy to argue

Big space ships are slow because it's a game. It wouldn't take long to get a capital ship up to speed and crash into the enemy's initial fleet, guns blazing. As cool as that might be, still, balance.

Maybe cap ships top speed could be increased lowering their overall acceleration? Gotta try this on my copy.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: theShadow on April 11, 2012, 10:40:25 PM
That's would be comparable to how movement in space actually works, only instead of low acceleration and high top speed, it would low acceleration INFINITE top speed. However, that would be kind of annoying to deal with.

one thing that could work is have the engine boost you get with lowered shields and no weapon fire scale based on the size of the ship. The larger the ship, the more boost they get. They still shouldn't be as fast as frigates for gameplay reasons, but it can be enough to make moving large distances a bit less painful. This would make a lot of sense, because capital ships require a lot more power for combat systems, but when those systems aren't in use, they can throw that power at the engines. (this could also allow fleet's to move faster)

btw, does the boost to speed also effect turn rate? if it does not, then it should.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on April 11, 2012, 10:46:38 PM
...
btw, does the boost to speed also effect turn rate? if it does not, then it should.

Seconded! I'm actually quite happy with the speed of capital ships with the no flux speed boost - it feels right. Turning around to get from one engagement to another often takes 3-4 times longer than actually reaching the engagement however... which is strange :P
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 11, 2012, 10:49:59 PM
one thing that could work is have the engine boost you get with lowered shields and no weapon fire scale based on the size of the ship. The larger the ship, the more boost they get. They still shouldn't be as fast as frigates for gameplay reasons, but it can be enough to make moving large distances a bit less painful. This would make a lot of sense, because capital ships require a lot more power for combat systems, but when those systems aren't in use, they can throw that power at the engines. (this could also allow fleet's to move faster)

Whoa. I like this!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Anysy on April 12, 2012, 12:27:26 AM
I see no reason that turn speeds cant be theoretically infinite, with the limiting factor being acceleration still ;)

Except for that minor bug where ships turning doesnt interact properly with weapon turn rates
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: mineplanet on April 12, 2012, 12:41:37 AM
hey alex how many people are in you dev team makeing this game??? and when do you think the next version will be out??? and i would like to know whare you are makeing this game like USA or CANADA?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Okim on April 12, 2012, 12:55:27 AM
Quote
I usually feel like the maps are too BIG.  It takes so long to get my flagship anywhere, I end up spending the first few min of a battle just slowly moving to where the battle is. 
I find the AI isn't so good with capital ships so my fleets are usually me in that lovely tri-tachion carrier/battleship and a huge swarm of thunder multi-role fighters and wasp swarms.

I usually transfer command to a lighter craft while my cruiser/capital flagship moves into combat. This way i get some extra fun before my real toys start tearing everything apart.

And i usually take control of the capital ship`s missile or secondary weapons leaving main guns and pd for my experienced crew gunners. AI makes more hits than i do and he can track several targets with the weapons from the same group.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: mineplanet on April 12, 2012, 01:55:34 AM
Alex i think your a great game maker and just get more coders and you can make a lot of great games
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: factotum on April 12, 2012, 02:30:31 AM
Why is it that, no matter what space game is being talked about, somebody always comes up with the "but I shouldn't have a top speed" thing? My answer to that is always the same...just go and play Frontier: Elite 2, or its sequel Frontier: First Encounters, sometime. Completely realistic physics in those games, and the result? Combat that sucked harder than a really sucky thing.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 12, 2012, 04:29:47 AM
Alex, to be a bit more specific: if I were to deploy 6 Auroras, their shield bubbles will be bumping all the way across the map. If they tried to keep distance, they would be spread across the width of the map. And if I make the mistake of spreading out my fleet too much, it doesn't take long to consolidate. I'd like the ships to be faster so ship-to-ship is more exciting, and I'd like the maps to be bigger so they don't get everywhere in seconds- but not a big square map. Very wide maps, very long maps, etc.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: RawCode on April 12, 2012, 06:13:29 AM
some kind of ability to improve speed, possibly with nonrenewable resource like fuel will add additional tatctical options.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 12, 2012, 09:22:47 AM
btw, does the boost to speed also effect turn rate? if it does not, then it should.

It does.

Except for that minor bug where ships turning doesnt interact properly with weapon turn rates

It does. :) It's one of those things where behaving "correctly" is bad for gameplay. Much like more "realistic" top speeds, or a low acceleration + high top speed (both of which I've tried, though in all honesty, the unlimited top speed was mostly for laughs).

Alex, to be a bit more specific: if I were to deploy 6 Auroras, their shield bubbles will be bumping all the way across the map.

That's 102 points worth of ships. You can't possibly deploy that to start, without changing the battle size :) Needless to say, the core game will be balanced around the battle size it uses, and you change it at your own peril. I can see making map size mod-adjustable at some point, though.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 12, 2012, 09:26:27 AM

Quote
............That's 107 points worth of ships.......

Well, not actully. That's 102 points of ships ;D

Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Wyvern on April 12, 2012, 09:40:36 AM
As an aside to Lancefighter:

There are actually some interesting physics involved in the top speeds of real-world surface ships.  I forget the details, but it boils down to this: all else being equal, a big ship will go faster than a smaller one - it just can't maneuver as easily.

Might be interesting to play around with a similar setup in game, but I expect you'd end up with a more boring environment, where bigger ships are just flat-out better than smaller ones and there's little advantage to having frigates around.  Which, well, is kinda what you saw back around the start of WWI or so: naval warfare was designed around building bigger and bigger battleships.  Or you'd see a lot of pure fighter spam, since fighters never had to deal with drag from the water surface, and carriers tend to be big & thus fast.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: mineplanet on April 12, 2012, 09:49:12 AM
wow Alex replys to all other people but me lol    ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 12, 2012, 09:55:06 AM
I do have a question as it relates to the campaign and battleships-- will capital class warships be more rare in the final game? Seeing all these Paragons and Onslaughts is a little numbing-- you're impressed with their firepower at first but you get accustomed to it pretty quick. I'm hoping such warships will be impressive sights, seen only in major offensive forces every few months, or in core system defense fleets.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 12, 2012, 10:05:37 AM
wow Alex replys to all other people but me lol    ;D

My apologies :) Who/how many: take a look at the credits. When: soon(tm). Where: In 4 different countries, one of which is the U.S.

I do have a question as it relates to the campaign and battleships-- will capital class warships be more rare in the final game? Seeing all these Paragons and Onslaughts is a little numbing-- you're impressed with their firepower at first but you get accustomed to it pretty quick. I'm hoping such warships will be impressive sights, seen only in major offensive forces every few months, or in core system defense fleets.

Yes, absolutely. The only reason it's like that now is the current campaign is a "hey, here's all the content in one place, have at it" setup, because there's not much else to do other than fight. Ultimately, I see a single Onslaught or a Paragon as a centerpiece of a system defense fleet or an expeditionary force.

The current star system is also very crowded, compared to how I envision systems in the "full" game. The only time you'd see such a force concentration would be in the midst of a major faction offensive, and it's not something that would be sustainable.

Disclaimer: liable to change as a result of playtesting, etc etc.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: weed33 on April 12, 2012, 10:35:45 AM

Ultimately, I see a single Onslaught or a Paragon as a centerpiece of a system defense fleet or an expeditionary force.


Well that reminds me of a point I was going to bring up. ATM the capital ships are massively unbalanced with the paragon and the odyssey capital ships wiping the floor with the conquest and the onslaught. I feel all the capital ships should be more balanced than they currently are or at least the main ones (ie one for each faction).
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 12, 2012, 10:56:56 AM
Expect plenty of balance changes, haha.

Meaning I agree with you. And there's plenty more ships that could use a little love here and there.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: KDR_11k on April 12, 2012, 11:14:11 AM
What kind of loadout makes an Odyssey outperform a Conquest? Maybe I'm loading them out wrong but my Conquest has significantly more firepower due to its more numerous weapon slots and higher OP capacity. I only have medium/heavy guns on one side of the thing to save OP and a broadside from it is a devastating storm of bullets. Meanwhile energy weapons don't seem all that impressive when it comes to raw, sustained damage output (especially because hiding behind your shield + high weapon flux output are a big risk, the ballistic-based ships can afford lowering the shields and taking some armor hits). Comparing a Conquest to a Paragon is nonsense of course since the Conquest is a battlecruiser and the Paragon a battleship. I haven't piloted an Onslaught so I cannot comment on its power.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 12, 2012, 11:52:54 AM
Aww, the battles will get smaller? Hopefully we'll be able to fight entire wars in the endgame..
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 12, 2012, 11:53:54 AM
Aww, the battles will get smaller? Hopefully we'll be able to fight entire wars in the endgame..


Entire wars???

(http://i2.kym-cdn.com/entries/icons/original/000/002/252/me-gusta.jpg)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 12, 2012, 01:17:45 PM
What kind of loadout makes an Odyssey outperform a Conquest? Maybe I'm loading them out wrong but my Conquest has significantly more firepower due to its more numerous weapon slots and higher OP capacity. I only have medium/heavy guns on one side of the thing to save OP and a broadside from it is a devastating storm of bullets. Meanwhile energy weapons don't seem all that impressive when it comes to raw, sustained damage output (especially because hiding behind your shield + high weapon flux output are a big risk, the ballistic-based ships can afford lowering the shields and taking some armor hits). Comparing a Conquest to a Paragon is nonsense of course since the Conquest is a battlecruiser and the Paragon a battleship. I haven't piloted an Onslaught so I cannot comment on its power.

The Conquest, if designed right, can handily outperform a single Onslaught and easily dominate an Odyssey. Its guns are really good. It does struggle with a Paragon, because the Paragon outguns, outarmors, and generally outperforms it, and unlike the Onslaught, the Paragon doesn't really have any obvious weaponsfire blindspots.

People just struggle with the Conquest because it takes a certain amount of skill to fly.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alrenous on April 12, 2012, 01:19:29 PM
What kind of loadout makes an Odyssey outperform a Conquest? [...] I only have medium/heavy guns on one side of the thing to save OP

I'm going to have to try this now.
Twin plasma, IR pulse barrage, sabot backup, plus R. flux conduits, hardened and stabilized shields. Some PD and rest in vents. Let's see how this goes.
By stripping the right side, I essentially copied my Paragon setup. Twin plasma cannons are absolutely amazing at shattering armour, they completely outclass any ballistic option. IR pulse lasers in all small slots that face that way, and a couple sabot pods for any shields giving me real trouble. Sadly no equivalent to the needlers, so it will need to use the plasmas to wear down shields. Though that should work, as it has 660 dissipation after shields and the mini pulses, plus another two thirds of the Paragon's speed.

To be completely fair, though, the Odyssey takes a hit to OP from having a flight deck. Is a Conquest minus some ordinance equal to an Odyssey without any fighters to support?


When this patch hits, it looks like it'll be worth getting capacitors rather than hardened shields. Though I suspect hardened also makes the AI's behaviour smarter, as it raises the flux percentage that risks overload.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on April 12, 2012, 01:31:22 PM
... Twin plasma cannons are absolutely amazing at shattering armour, they completely outclass any ballistic option. ...

I have to disagree with you on that one. Plasma is an ok weapon, but it does ~600 dps in 750 damage shots for ~900 flux for 30 OP (up to ~900 in 1125 point shots at full flux) vs. 825 dps in 1125 damage shots for 500 flux for 16 OP with a Hellbore against armor. Granted the plasma has better projectile speed which makes a big difference in hitting smaller/faster ships, but the Hellbore has better range.  At full flux the plasma is slightly better for double the OP cost, but if you are at full flux then you don't have very many shots left with a plasma cannon anyways.

I've been flying an Odyssey as my ship in a recent game and it is indeed a fine ship but even its shield panics against a storm needler, and the sheer range of gauss cannons with the integrated targeting hullmod is brutally effective.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: KDR_11k on April 12, 2012, 01:39:31 PM
The big issue I had with twin plasmas is their flux output (900/sec, even with 660 dissipation you can't really run those things nonstop), even moderate enemy fire against your shield can make them too expensive to use and force you to lower your shields if you want to attack more (hell, a really tricky commander could keep his shields down until he sees your plasmas charge up but of course that's purely theoretical due to the lack of PVP). Conquests can equip twin MIRV launchers which are really good at overwhelming beam PD, IIRC the Odyssey comes with three medium missile slots compared to the two medium and two large of the Conquest. Also don't forget that a Conquest has several small and medium energy mounts in addition to its bigger ballistic mounts.

I'm not too sure if a flight deck is really worth that many OP since you can easily take some secondary ship with flight decks into your fleet that'll do the job.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 12, 2012, 01:42:11 PM
You'd have to spend FP to field it though. The Odyssey is a fantastic ship in that it can be a decent line ship but also provide a very close rearming site for fighters.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on April 12, 2012, 02:53:52 PM
You'd have to spend FP to field it though. The Odyssey is a fantastic ship in that it can be a decent line ship but also provide a very close rearming site for fighters.

Agreed. Nothing like refitting bombers right next to their target - multiplies their effectiveness by several times.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Kommodore Krieg on April 12, 2012, 03:07:37 PM

Well that reminds me of a point I was going to bring up. ATM the capital ships are massively unbalanced with the paragon and the odyssey capital ships wiping the floor with the conquest and the onslaught. I feel all the capital ships should be more balanced than they currently are or at least the main ones (ie one for each faction).

Uh, an imbalance like you are describing does not exist.  An onslaught is more than capable of taking out a paragon, and it laughably destroys an odyssey.  The conquest is also a very capable ship. 
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alrenous on April 12, 2012, 03:27:28 PM
The one side of my one-sided Odyssey was about as powerful as my regular dual-sided Conquest, but was good at different things.

It was absolute murder on anything smaller than a cruiser - and has the speed to catch most cruisers and ruin their day. Add nav beacons and it is a perfect pirate. The dual plasmas can almost instagib an Enforcer with the shields down. It vents ridiculously fast - it seemed like a Lasher. I could generally get away with taking one Gauss volley before I got the shields back up. Getting behind an Onslaught comfortably confirms the Onslaught's death. Being in front of the Onslaught is a hard situation to get out of without hull damage. Found that the IR pulses didn't do anything noticeable against anything bigger than a frigate, though they were great at countering Piranha barrages.
Auxiliary thrusters help a lot.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Anysy on April 12, 2012, 03:28:41 PM
I mean yeah, a bigger ship can have a larger powerplant, and larger is usually better in terms of efficiency

And its not so much unlimited speed i want- Just a lot faster. If battleships has a max speed of closer to ~100, but still their current acceleration, it wouldnt change that much *in combat*, as you would never actually BE at 100 speed, except for moving between areas of combat

And the turning turrets while you turn your ship thing just seems wrong for some reason. I am not sure I can see its reasoning
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: MidnightSun on April 12, 2012, 03:34:03 PM
I think the balance between the capital ships, especially considering their FP costs. I can comfortably handle Odysseys, Onslaughts, or even Paragons in my Conquest if I execute the attack properly (I use Hellbores and HVDs, no PD).

And its not so much unlimited speed i want- Just a lot faster. If battleships has a max speed of closer to ~100, but still their current acceleration, it wouldnt change that much *in combat*, as you would never actually BE at 100 speed, except for moving between areas of combat

If you release W after getting to max speed, you can drift and keep the same speed, even if you put up your shields or start firing. Tell me you want a speed boost after you see an Onslaught at more than 100 speed (easily achievable with a nav buoy) crash through an enemy line with guns blazing ;)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 12, 2012, 03:49:08 PM
So what does the new burst laser mechanic mean for the guardian pd?  :D  Let's all speculate wildly until we get an official answer!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Apophis on April 12, 2012, 03:51:01 PM
Burst PD Laser, Heavy Burst Laser, Guardian PD Laser: these now use ammo ("charges") that regenerate. Charges regenerate slower than the fire rate of the weapons, allowing a front-loaded burst of damage before slowing down to fire at the regeneration rate (rather than the actual rate of fire).
Charges are a good idea but i see a problem with PD weapons. If they use all the charges versus a ship, when there is an incoming missile they will fire at it at the (slow) recharge rate, leading to a situation worst than the current one. I suggest a simple change: energy weapons that have charges and pd tag do not fire at ships unless they have more than 50% charge (or 33%).
what about this?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 12, 2012, 03:52:04 PM
So you think it will suck?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 12, 2012, 05:23:19 PM
So what does the new burst laser mechanic mean for the guardian pd?  :D  Let's all speculate wildly until we get an official answer!

It's a weapon I haven't been happy with, as far as it living up to the original vision... until now :)


Burst PD Laser, Heavy Burst Laser, Guardian PD Laser: these now use ammo ("charges") that regenerate. Charges regenerate slower than the fire rate of the weapons, allowing a front-loaded burst of damage before slowing down to fire at the regeneration rate (rather than the actual rate of fire).
Charges are a good idea but i see a problem with PD weapons. If they use all the charges versus a ship, when there is an incoming missile they will fire at it at the (slow) recharge rate, leading to a situation worst than the current one. I suggest a simple change: energy weapons that have charges and pd tag do not fire at ships unless they have more than 50% charge (or 33%).
what about this?

You could always toggle autofire off to conserve charges. Your suggestion has the opposite problem of hobbling its dps "just in case", meaning you'd never get full effectiveness out of it vs ships. I think this is a decision best left to the player, and there's already a tool to do it with - along with an extra weapon group to make it easier to manage.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 12, 2012, 05:35:58 PM
Updated notes with latest batch of stuff. Still got a number of things to wrap up, and need to do a considerable amount of testing (especially of the new admiral AI, to sift out anything downright silly it might do). But, it's getting there.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Trylobot on April 12, 2012, 06:12:07 PM
@Changes as of April 12, 2012
WANT
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 12, 2012, 06:19:41 PM
Quote from: Alex
Content:
Added music (written by Stian Stark, one track so far)
New graphics for the Hellbore and the Hephaestus Assault Gun
New graphics for Flak, Dual Flak, Light Assault Gun
Added new large ballistic weapon: "Mark IX Autocannon"
Adjusted several variants to use it, made available in campaign (pirate base)

This is probably my favorite part of the entire thing. Music? Hells yeah. New Hellbore graphics? YES. I have to admit that weapon looked a little like an old timey age of sail era cannon. New autocannon? HNNNNGGGGHHH.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: CrashToDesktop on April 12, 2012, 06:23:24 PM
U-ra!  I'm gonna love the music!  Something to keep up with that oddly mesmerizing title screen...
and, ah, the "Mark IX Autocannon".  Could we possibly get some eye candy for that? ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 12, 2012, 06:41:02 PM
Oh my god. I was going to list the things that I was happy about, but almost 80% of the new changes make me overjoyed. /tears of happiness
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on April 12, 2012, 08:05:30 PM
@Changes as of April 12, 2012
WANT

what he said.. :o
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: YAZF on April 12, 2012, 08:11:59 PM
I'm gonna have to get use to all the fighter nerfs. Looks like I just can't spam thunders and broadswords anymore :(. The torpedo buff has me super excited. And if it's good enough to make daggers good (especially with their nerf too) I'm really excited about incorporating them into my fleet. Overall it looks awesome. I've been checking this post daily waiting for new updates. SO EXCITED!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on April 12, 2012, 09:58:52 PM
Oh man! I started copying the changes I thought were most awesome and gave up after 6 of them. I am very excited for this update!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Catra on April 12, 2012, 10:03:50 PM
i don't think i like the thunders being reduced from 3 - 2 =X

also, is there anyway we can get a sneak peek of the soundtrack? :D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Wyvern on April 12, 2012, 10:08:49 PM
Sabot SRM: reduced the accuracy of the 2nd stage projectile

This one is confusing.  The second stage is already fairly tricky to get it to hit.  Maybe there's some underlying improvement to how it leads targets that makes this necessary?  Maybe I'm not supposed to be shooting sabots at anything faster than a capital ship?  Dunno.  I guess we'll see.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 12, 2012, 10:17:14 PM
@Changes as of April 12, 2012
WANT

So good.

How is "AI fleets will dump excess resources and go back to base to resupply when necessary" script controlled? What do "resupply" means?

Great job on the upcoming patch.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Vizzy on April 13, 2012, 01:29:12 AM
Quote
Autofiring PD weapons should switch off from ships to target incoming missiles and bombs

Quick question: Does this fix change any behaviour of small non-PD weapons with the 'Integrated point defense AI' hullmod active?

Needless to say, love the changes  ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: stardidi on April 13, 2012, 02:25:52 AM

So good.

How is "AI fleets will dump excess resources and go back to base to resupply when necessary" script controlled? What do "resupply" means?

Great job on the upcoming patch.

I think this means that the AI will have to keep themselfs to limits as well, so if they run out of supplies they can't reload guns and can't repair and if they are over cargo/fleet/fuel/? limit they will also have accidents.
If that's the case AWESOME!

Really looking forward to this update, some how even dreamed about it :S
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: RawCode on April 13, 2012, 07:02:14 AM
this will allow additional options to harras enemy fleet to drain its supply and weaken it by accidents for easy steamroll later.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 13, 2012, 08:04:29 AM
This one is confusing.  The second stage is already fairly tricky to get it to hit.  Maybe there's some underlying improvement to how it leads targets that makes this necessary?  Maybe I'm not supposed to be shooting sabots at anything faster than a capital ship?  Dunno.  I guess we'll see.

The main effect of this is making the Sabot worse vs armor by spreading the impacts out a bit. Lowering shields is also more effective vs it because some projectiles will be more likely to outright miss against the smaller, shieldless profile. (Note - most kinetic weapons have received the same treatment).

As far as target selection, the tricky part is knowing when to launch. You can easily hit destroyers if you time it well, and frigates aren't too bad,

Quote
Autofiring PD weapons should switch off from ships to target incoming missiles and bombs

Quick question: Does this fix change any behaviour of small non-PD weapons with the 'Integrated point defense AI' hullmod active?
either.

Yes - they'll behave the same as normal PD weapons, meaning target missiles/bombs first.

How is "AI fleets will dump excess resources and go back to base to resupply when necessary" script controlled? What do "resupply" means?

There's a "RESUPPLY" task you can assign a fleet, but for now this is a bit of a placeholder mechanic. They'll also assign it to themselves when out of supplies.

AI fleets suffer from accidents, and need to resupply to both help prevent accidents and be able to repair ships. But, since there's no economy at this point, the supplies magically appear out of thin air as soon as the AI fleet gets back to the designated resupply location.

Still, if you manage to keep a fleet from doing that, it will get whittled down by accidents and a lack of repairs - though this is hardly a well-explored or balanced mechanic at this point.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 13, 2012, 08:17:02 AM
Removed Brawler as starting ship

LOL.


# Brawler: increased flux capacity and dissipation, improved shield efficiency, improved shield coverage

Looks like I was almost on the same page with my Brawler tweaks.  The shields and flux were the first 2 things I tweaked and they made the ship usable, though still not great.

Didn't really start shining until I added that rear PD turret.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 13, 2012, 08:31:21 AM
Nanostrike, you tweaked that ship a tad too much imho. No offense ;).
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nori on April 13, 2012, 09:43:03 AM
So is this coming in the next week?  :). Or month.  :(
Or just SoonTM.  :|
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Gaizokubanou on April 13, 2012, 09:50:51 AM
So is this coming in the next week?  :). Or month.  :(
Or just SoonTM.  :|

Next life time!

Must commit sudoku to reincarnate faster.

Yes I know that it's not called sudoku but it's a semi meme going on ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 13, 2012, 10:23:42 AM
So is this coming in the next week?  :). Or month.  :(
Or just SoonTM.  :|
I'd bet next week. But don't count on it. The hardest part is the testing.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nori on April 13, 2012, 10:58:22 AM
Yeah I'm just looking for a very rough estimate... It's just nice to know.  :)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: SwipertheFox on April 13, 2012, 11:08:54 AM
thunders being reduced from 3 - 2 =X
Oh no...  :o
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Vandala on April 13, 2012, 01:26:23 PM
Oh my, so many wonderful improvements.

Excellent! Exept for one thing; "Combat map with 5 objectives can now get 2 Nav Buoys tops"

NOOOOOOOOOOO! You BASTARDS!!!  :'(
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on April 13, 2012, 04:59:14 PM
So is this coming in the next week?  :). Or month.  :(
Or just SoonTM.  :|

you missed a few.. here let me help :P

yoctosecond
zeptosecond
attosecond (shortest time now measurable)
femtosecond
picosecond (http://web.mit.edu/newsoffice/2011/trillion-fps-camera-1213.html) the speed of that camera 1 frame every picosecond
nanosecond
microsecond
millisecond
second
minute
hour
day
week
fortnight
lunar month
month
quarter
common year (365 days)
leap year (366 days)
tropical year (365.24219 days (average))
Gregorian year (365.2425 days(average))
Olympiad (4 years) now you know why its called the Olympics and why there every 4 years.
lustrum (5 years ( also called a pentad))
decade
Indiction (15 years)
Score (20 years ("four score and seven years ago" ... Exactly how many of you knew that, that whole thing was referring to a unit of time in that speach eh.))
generation (17-35 years)
jubilee (Biblical) (50 years)
century (i hope i dont have to tell you that one)
millennium ( or that one)
exasecond ( second??? must be short.... nope its about 32 billion years)
cosmological decade (10 times the length of the previous cosmological decade, with CÐ 1 beginning either 10 seconds or 10 years after the Big Bang, depending on the definition.)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 13, 2012, 05:08:12 PM
Yoctosecond is a hilarious word.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: neonesis on April 13, 2012, 05:31:54 PM
So is this coming in the next week?  :). Or month.  :(
Or just SoonTM.  :|

you missed a few.. here let me help :P

yoctosecond
zeptosecond
attosecond (shortest time now measurable)
femtosecond
picosecond (http://web.mit.edu/newsoffice/2011/trillion-fps-camera-1213.html) the speed of that camera 1 frame every picosecond
nanosecond
microsecond
millisecond
second
minute
hour
day
week
fortnight
lunar month
month
quarter
common year (365 days)
leap year (366 days)
tropical year (365.24219 days (average))
Gregorian year (365.2425 days(average))
Olympiad (4 years) now you know why its called the Olympics and why there every 4 years.
lustrum (5 years ( also called a pentad))
decade
Indiction (15 years)
Score (20 years ("four score and seven years ago" ... Exactly how many of you knew that, that whole thing was referring to a unit of time in that speach eh.))
generation (17-35 years)
jubilee (Biblical) (50 years)
century (i hope i dont have to tell you that one)
millennium ( or that one)
exasecond ( second??? must be short.... nope its about 32 billion years)
cosmological decade (10 times the length of the previous cosmological decade, with CÐ 1 beginning either 10 seconds or 10 years after the Big Bang, depending on the definition.)

You sir, made my day. (night actually, but well... it doesn't sound appropriate :P )

Now I know how to make my exam look like being forever from now - I still have 2.4192x1030 yoctoseconds left!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: mineplanet on April 13, 2012, 05:46:30 PM
Hey Alex how can i talk to you like in private? I want to ask you something
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 13, 2012, 06:11:16 PM
You can PM me if you like. Chances are there's no reason not to ask in public, though.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Qloos on April 13, 2012, 06:18:55 PM
He wants to know your measurements. 
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 13, 2012, 07:10:56 PM
Nanostrike, you tweaked that ship a tad too much imho. No offense ;).

I know I did.  After the shield/flux tweaks, it was less about balancing the vanilla Brawler and more about making an all-around improved version of it.

It ended up with beefed up shields, slightly increased flux, 50-degree forward guns, and a rear PD turret.  Fun to mess around with, but nowhere near balanced for the game.

With just the shields and flux adjustment, it should be a viable ship...depending on how big of an adjustment we're talking.  For it's shields to be of much use, they need to be buffed a LOT.  They currently AMPLIFY any damage they recieve by 20%!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on April 13, 2012, 07:53:03 PM
thunders being reduced from 3 - 2 =X
Oh no...  :o

I kind of like this actually: they are also being reduced from 9 FP to 7. Essentially the FP per Thunder is going from 3 to 3.5 - a good change in my book since they are so powerful. We as players get flexibility in deployment: I found that 3 Thunders for point cap was expensive in FP and overkill for skirmishing interceptors. The only downside is that they will probably get permanently destroyed a little more often because they only have 2 chances to get back instead of 3.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on April 14, 2012, 08:48:14 AM
You sir, made my day. (night actually, but well... it doesn't sound appropriate :P )

Now I know how to make my exam look like being forever from now - I still have 2.4192x1030 yoctoseconds left!

so.2,419,200,000,000,000,000,000,000,000,000 yoctoseconds
two nonillion four hundred nineteen octillion two hundred septillion yoctoseconds.
2,419,200 seconds
4,032 minutes
66 hours 42 minutes.
2 days 18 hours 42 minutes.

good luck :P

also one more piece of useless knowledge.. google while being the name of a website.. is derived from the word googol or
10,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 (1 followed by 100 zeros) thats
ten duotrigintillion (so much easier to write that way LOL.)
and a googolplex is a 1 followed by ten duotrigintillion zeros. (or a 1 followed by 1 googol zeros) also you can't write a googolplex, even in a million years so dont try :P

GOOOOOOOOOOGLE (yep now you know why they do that)

now all i need is that the more you know banner and music.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Vandala on April 14, 2012, 09:57:27 AM
This is better.

http://www.youtube.com/watch?v=pele5vptVgc&feature=related
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 14, 2012, 11:42:39 AM
This is better.

http://www.youtube.com/watch?v=pele5vptVgc&feature=related

See also:

(http://28.media.tumblr.com/tumblr_m28twvENYc1rtq0hxo1_500.png)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on April 14, 2012, 12:16:47 PM
lolz
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Psiyon on April 14, 2012, 01:31:21 PM
Yeesss, music. Been waiting for this one for a while.

Couple questions about it:

When does the track play? (On the main menu, battles, flying around the system?)
Not sure how exactly music handling is set up, but is it possible to add multiple music tracks via modding, or will we only be able to replace the one that's already ingame?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 14, 2012, 01:34:25 PM
Yeesss, music. Been waiting for this one for a while.

Couple questions about it:

When does the track play? (On the main menu, battles, flying around the system?)
Not sure how exactly music handling is set up, but is it possible to add multiple music tracks via modding, or will we only be able to replace the one that's already ingame?

For now, it plays in the main menu and in the campaign, but not during battles. Also for now, it's not moddable, not even in the "replace the track with something else" way. It certainly will be, though - I plan to add that just as soon as we've got more than one track. Right now it's using some dirty, dirty hacks :)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 14, 2012, 01:37:54 PM
Right now it's using some dirty, dirty hacks :)

I've made entire games at work that feel this way, haha.  I feel you, Brother.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Psiyon on April 14, 2012, 01:43:12 PM
For now, it plays in the main menu and in the campaign, but not during battles. Also for now, it's not moddable, not even in the "replace the track with something else" way. It certainly will be, though - I plan to add that just as soon as we've got more than one track. Right now it's using some dirty, dirty hacks :)
Aww, that's too bad. Hopefully the one track you have is good, then :P

(Actually, is it that "sflvl01d-trailer.ogg" piece of music that's in the game files already?)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 14, 2012, 02:09:56 PM
Aww, that's too bad. Hopefully the one track you have is good, then :P

I'll just say that I, personally, think it's perfect. But I'm almost certainly biased :)

(Actually, is it that "sflvl01d-trailer.ogg" piece of music that's in the game files already?)

Nope, something totally different by another composer (one Stian Stark (http://www.stianstark.com/)).
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 14, 2012, 03:19:01 PM
Right now it's using some dirty, dirty hacks :)

I've made entire games at work that feel this way, haha.  I feel you, Brother.

Wait, you develop games?

Never knew that, actully :)

Awesome ;)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 14, 2012, 03:21:17 PM
Alex give us a preview of the song! :D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 14, 2012, 04:09:36 PM
Wait, you develop games?

Never knew that, actully :)

Awesome ;)

Haha, yeah I work at Wahoo studios. We are doing dash games for the xbox in lua. And sometimes I feel dirty, haha. We are getting much less hacky the more we do though.

Alex give us a preview of the song! :D

Puppy dog eyes.   :)   Hopefully we'll get the whole song soon, even.  :D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Arghy on April 14, 2012, 07:44:48 PM
Just wondering i know its far off but how long before we have multiple solar systems?

Will it be very hard to implement or would it be a breeze? after playing SPAZ as soon as multiple systems are made this game will explode into something massive.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Arcanos on April 14, 2012, 09:47:23 PM
I was looking through the notes and wondering if you thinking about making a Medium version of the Swarmer missiles.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Apophis on April 15, 2012, 03:16:01 AM
  • Dagger: changed shield to omni-directional, removed PD laser
Why remove the pd laser?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: neonesis on April 15, 2012, 03:51:01 AM
  • Dagger: changed shield to omni-directional, removed PD laser
Why remove the pd laser?
Probably because it enabled them to cope with interceptors far too well.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 15, 2012, 06:35:38 AM
In my experience, they didn't cope with interceptors well already.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Apophis on April 15, 2012, 06:56:11 AM
Even if they are bombers they should have a chance to defend themselves
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 15, 2012, 07:17:55 AM
Not torpedo bombers.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Catra on April 15, 2012, 07:50:13 AM
Even if they are bombers they should have a chance to defend themselves

that's the thing though, they weren't using it for defense, they were using it for offense, which got them killed 100% of the time because they have such weak armor and non omni-shielding, and are pretty slow.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Nanostrike on April 15, 2012, 09:11:25 AM
Even if they are bombers they should have a chance to defend themselves

that's the thing though, they weren't using it for defense, they were using it for offense, which got them killed 100% of the time because they have such weak armor and non omni-shielding, and are pretty slow.

Bingo.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 15, 2012, 09:21:00 AM
Sorry guys, no song preview - you'll hear the whole thing soon(tm) enough :)

Just wondering i know its far off but how long before we have multiple solar systems?

Can't say just yet. Sorry :)


About the Daggers:
The new omni shield they got led to a big survivability increase - so much so that they utterly dominated a wing of Broadswords 1-1, never mind the lighter interceptors. So now, they certainly have a chance to *defend* themselves - just not annihilate incoming fighters and interceptors without breaking a sweat. Overall, it's a significant Dagger buff.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Sunfire on April 15, 2012, 09:26:11 AM
About the Daggers:
The new omni shield they got led to a big survivability increase - so much so that they utterly dominated a wing of Broadswords 1-1, never mind the lighter interceptors. So now, they certainly have a chance to *defend* themselves - just not annihilate incoming fighters and interceptors without breaking a sweat. Overall, it's a significant Dagger buff.

was that with or without the pd laser
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: neonesis on April 15, 2012, 09:31:59 AM
About the Daggers:
The new omni shield they got led to a big survivability increase - so much so that they utterly dominated a wing of Broadswords 1-1, never mind the lighter interceptors. So now, they certainly have a chance to *defend* themselves - just not annihilate incoming fighters and interceptors without breaking a sweat. Overall, it's a significant Dagger buff.

was that with or without the pd laser
With. Fighter vs. fighter is very armor and shield based (aside from extreme maneuverability or a lack of it), so broadswords, having no shield, probably just couldn't do any damage to Daggers while Daggers slowly chew through their armor with lasers. Just my in-mind-simulation.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 15, 2012, 09:34:00 AM
Without, they have no weapon at all and would be hard pressed to kill much of anything :)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Sunfire on April 15, 2012, 12:50:45 PM
Without, they have no weapon at all and would be hard pressed to kill much of anything :)

well i had the image of a group of broadswords being hit with torpedoes and there being massive explosions, but whatever, with the pd laser is just less fun
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: KDR_11k on April 15, 2012, 02:02:33 PM
I was looking through the notes and wondering if you thinking about making a Medium version of the Swarmer missiles.

I'd settle for a maneuverability improvement, those swarmers have real trouble hitting fighters.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Vandala on April 15, 2012, 02:34:47 PM
About the Daggers:
The new omni shield they got led to a big survivability increase - so much so that they utterly dominated a wing of Broadswords 1-1, never mind the lighter interceptors. So now, they certainly have a chance to *defend* themselves - just not annihilate incoming fighters and interceptors without breaking a sweat. Overall, it's a significant Dagger buff.

Sweet! Those things where so damn useless before, always getting killed without doing anything.

I also like the sound of extended shield for the xyphos, bet that'll help quite a bit.

When will the trident and longbow be implemented?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: armoredcookie on April 15, 2012, 03:52:07 PM
I'd actually like to see a railgun on the longbow, to give it more of a purpose in the escort role. It seems like it would add a lot of functionality to the longbow.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: CrashToDesktop on April 15, 2012, 03:55:22 PM
I'd actually like to see a railgun on the longbow, to give it more of a purpose in the escort role. It seems like it would add a lot of functionality to the longbow.
That sounds good.  Makes the Longbow not have to go rearm every time it uses it's sabot missiles. =)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on April 15, 2012, 04:13:04 PM
you mean missile... singular.. as is i think the longbow is a joke and needs some serious TLC
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Catra on April 15, 2012, 04:30:50 PM
there are two fighters to a wing, hence two sabot missiles, ergo plural is correct.

i think its pretty ok as its stated role of  support fighter. the burst PD does its job pretty well at keeping missiles and non-shielded fighters away, the sabots though are pretty underwhelming, mostly because you only get 2.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on April 15, 2012, 04:42:54 PM
we could twist it a few more times.. but ill go with. depending on how you read his post you could go either way plural or singular. i personally go singular because he said longbow not longbows, which to me refers to one unit in the wing.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: CrashToDesktop on April 15, 2012, 04:46:41 PM
Sometimes I gotta hate grammar nazis... ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: armoredcookie on April 15, 2012, 04:54:08 PM
 ;D It's a love-hate relationship...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on April 15, 2012, 04:55:34 PM
I agree that a railgun would be the perfect weapon to add to a Longbow. As they are I'd pay 3 FP to deploy them, tops.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alrenous on April 15, 2012, 09:12:13 PM
Odd. I'm not having any trouble getting swarmers to swat fighters, and the AI isn't having much trouble doing it back to me either. I suppose I should check again, just in case.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 16, 2012, 11:00:58 AM
... /offtopic
Wouldn't it be cool if Alex tweeted everytime he started coding something or fixing something different? Maybe we'd be less impatient then.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: BillyRueben on April 16, 2012, 11:05:39 AM
No, because it would take longer for him to get done, and it would take longer for me to do my studying because I'd have to read them. :)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Vandala on April 16, 2012, 11:08:36 AM
... /offtopic
Wouldn't it be cool if Alex tweeted everytime he started coding something or fixing something different? Maybe we'd be less impatient then.
Hell no! Would that not make us more impatient once we know every time he starts to code something?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 16, 2012, 11:22:21 AM
Well, I prefer a loading bar which tells me what's going on than a loading bar which sits there doing nothing..
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Temjin on April 16, 2012, 01:40:47 PM
Well, I prefer a loading bar which tells me what's going on than a loading bar which sits there doing nothing..

Yes, but the loading bar might suddenly stop if it discovers a new bug or issue. It's better at this stage to say nothing until it's complete, rather than set a date and deal with the fallout from missing it or from releasing something before it's ready.

Let the man work; there are no shortage of things to do in Starfarer to keep you occupied, and no shortage of other awesome indie games to occupy yourself with while waiting if you'd like to do something else.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Zilerrezko on April 16, 2012, 08:53:01 PM
did anyone notice? the start up menu doesn't have an exit button... O3O
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Catra on April 16, 2012, 08:58:30 PM
a number of people have already.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Iscariot on April 16, 2012, 08:59:14 PM
Yeah, Alex said he's gonna add an x eventually. But you can just hit 'escape' to shut it down anyway.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Zilerrezko on April 16, 2012, 09:02:31 PM
ahh i see
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: AgroFrizzy on April 16, 2012, 10:14:05 PM
I'd love a place to stick ships that I want to keep but don't want slowing down my fleet. That way, once I've conquered the galaxy again, I can dump off my fleet and still enjoy being the underdog against large fleets xD

Awesome job, though. I look forward to playing with the new stuff in the next release!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 17, 2012, 03:15:01 AM
I don't want to know an ETA or his progress, I want to know what he's working on.. Like those loading bars which scroll from left to right without actually telling you the progress, but nevertheless tell you what's going on.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 17, 2012, 03:21:42 AM
He do that already.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: RawCode on April 17, 2012, 04:24:58 AM
Soon(C)
or
As Soon As It Ready(C)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thana on April 17, 2012, 06:23:10 AM
Soon(C)
or
As Soon As It Ready(C)

In The Right Place, At The Right Time, In Accordance With Prophecy(C).
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: WarStalkeR on April 17, 2012, 06:49:13 AM
Will there be any way to increase Fleet Size in campaign?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 17, 2012, 07:05:11 AM
I have to ask this on behalf of the modders here (meself included ;D):

Will anything related to mods or the campaign scripts change so that mods will break in any way, shape or form?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Shoat on April 17, 2012, 07:07:57 AM
Will there be any way to increase Fleet Size in campaign?

Very likely.

Unless I've just missed it, Accidents will not include going over Fleet Size in this version.


And whenever Alex introduces a penalty for going over Fleet Size (or makes it impossible to go over it) he will probably also include a way to increase it with the same patch.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Wyvern on April 17, 2012, 07:58:28 AM
You've missed it.

However, it's expected that, when we get character progression, those abilities will be moddable to increase the overall fleet size limit.

And in the meantime, if you really want to continue flying around with insane size fleets, you can always mod everything to reduce fleet point costs.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: KDR_11k on April 17, 2012, 10:15:01 AM
I believe officers are supposed to increase your fleet size limit.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 17, 2012, 10:10:10 PM
Soon(C)
or
As Soon As It Ready(C)

In The Right Place, At The Right Time, In Accordance With Prophecy(C).
If there's a prophecy to do with Starfarer's patch release schedule, I WANT TO SEE IT
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arwan on April 17, 2012, 10:23:14 PM
hmm....

and so the prophet Alex spoke to the common man. His words as law. And they were heard by all, the words "Soon TM" would be uttered by all who were there to hear, to be repteated to all who asked the question. That fateful question "when is the next update"
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 17, 2012, 10:56:16 PM
We seek the Answer to the Question! The great question- of Life, the Universe, and the Next Update!
...What do you mean, Soon (TM)?!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: RawCode on April 18, 2012, 04:44:29 AM
We seek the Answer to the Question! The great question- of Life, the Universe, and the Next Update!
...What do you mean, Soon (TM)?!

Answer for question your are seeking for is 42oon(C).
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 18, 2012, 11:56:30 AM
Perhaps the Hegemony is just a giant computer, working from millions of years ago to- no wait.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alrenous on April 19, 2012, 12:33:16 AM
Can I ask what you're testing the Falcon buffs against, and is there any way I can help?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: BrickedKeyboard on April 19, 2012, 05:01:30 AM
These are some great changes.  I'm especially looking forward to the one where point defense prefers missiles over other targets, and where exceeding those limits on fleet/supplies/etc actually matter.

I hope the colored bar turns yellow when you are less than 50% over the cap, and red when you are in the accident zone. 

This means that fleet sizes will be limited to 300 for player run fleets, without risking accidents, which feels about right.  That's enough for 5-10 capital ships, each custom equipped, and a huge swarm of fighters.  And I really like the accident system.

ALSO, it means that ships like all the freighters that are in the game now have a use, for bringing along more supplies and extra beds for more crew!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: RawCode on April 21, 2012, 02:59:14 AM
there is no reasons why player may not have more then 200 FP fleet, artifical limits is not fun for sandbox game.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 21, 2012, 03:08:43 AM
there is no reasons why player may not have more then 200 FP fleet, artifical limits is not fun for sandbox game.

Sandbox =\= garry's mod.

Games have different approaches to gameplay but this doesn't make one better of another. If a sandbox game take in consideration factors like maintenance, or other human limits, is not "artificial", maybe is more "realistic".

Fun can exist in many form, and personally for me is more enjoyable a game that puts me in the condition to have some hard choices (like choosing the fleet composition) then a game that lets me roflstomp anything in my path. It's a matter of taste of the DEVELOPER.

EDIT: my spider senses tell me that we are really close to release <.<  >.>
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Catra on April 21, 2012, 03:29:51 AM
there is no reasons why player may not have more then 200 FP fleet, artifical limits is not fun for sandbox game.

its not really artificial =P or rather, i don't think its artificial because alex gave a good explanation as to why there is a limit on FP (which is going to go up as you level, once that gets implemented)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Vandala on April 21, 2012, 07:23:23 AM
there is no reasons why player may not have more then 200 FP fleet, artifical limits is not fun for sandbox game.
You have to consider what that would do to gameplay, being able to amass an infinitely large fleet will at some point go unchallenged by the AI, unless you counter it with an possibly as large fleet, and then you run the risk of getting into fights against an AI that could so greatly outnumber you it becomes impossible to win. Plus any continues wins and losses can greatly upset any balance in the long run with a setup like this. It's very hard to balance something like this and it does not guarantee the player anymore of a fun experience then having limited sized fleets.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arcibalde on April 21, 2012, 07:30:15 AM
Basically in every aspect of life everyone should have limits. Simple example, start doing something what you like and don't stop it. You'll see what will happen to you  ;D If its good for RL why should'n be good for game?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: BrickedKeyboard on April 21, 2012, 07:57:56 AM
Yep.  It also brings another gameplay element in : trying to figure out what ships to put in your fleet to get the most firepower per fleet point.

Well, capital ships unquestionably have the best efficiency per fleet point.  For instance, a paragon requires just a few more fleet points than a tri-tachyon cruiser, but has 4 times as many heavy energy mounts (for mounting tachyon lances)

HOWEVER, capital ships are slow.  You need a fast fleet in order to catch a fleet that is smaller than you.  Once Alex changes to speed formula so that the fleet is limited by the speed of the slowest ship, it means that building a fleet composed of the fastest Tri-Tachyon hightech frigate (the one that costs 50k credits each) would make a ton of sense.  You'd be able to run away from any fleet that has a capital ship slowing it down, and go around freely munching on smaller fleets for an easy win.

Then again, due to the fact that capital ships offer more firepower per fleet point, you'll have much less firepower than the same fleet composed of big ships. 

This tradeoff is interesting.  Oh, and the cargo limits mean that if you want to carry loot you'll have to slow your whole fleet down with a cargo ship. 
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 21, 2012, 08:10:12 AM
Oh, and the cargo limits mean that if you want to carry loot you'll have to slow your whole fleet down with a cargo ship. 

OR, you can use Hounds :D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: BrickedKeyboard on April 21, 2012, 11:08:37 AM
I checked.  Hounds take up 3 fleet points, and have a cargo capacity of 75.   Hmm.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Catra on April 21, 2012, 12:11:08 PM
Quote
Oh, and the cargo limits mean that if you want to carry loot you'll have to slow your whole fleet down with a cargo ship.

not necessarily, if you have any condors(or are in need of a cheapo flight deck ship :P ), you can replace them with geminis and get double cargo capacity and a slightly faster top speed (or get all of that for a mere ~3200 more than if you bought a condor).
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 22, 2012, 12:55:44 AM
Well hounds ARE supposed to be tramp freighters.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Timasaurus 007 on April 22, 2012, 01:42:08 AM
Nice work guys!

Just a question.
How do I update when I've already preordered/purchursed Starfarer

Thanks.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 22, 2012, 02:00:53 AM
Nice work guys!

Just a question.
How do I update when I've already preordered/purchursed Starfarer

Thanks.


Just download the latest version from the blog :)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: BombasticBattleship on April 22, 2012, 07:41:17 AM
Well hounds ARE supposed to be tramp freighters.

I actually started them for this! (As opposed to being sad everytime I acquired one.) It's a bit more difficult to keep them alive in combat but I think I've found a good way. It's just expensive to upgrade them and high risk since they tend to die in bigger fights. But when you get a fleet it becomes less of a problem! :D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 22, 2012, 04:48:26 PM
I'm perfectly fine lugging Hounds around. They make good, hardy point cappers and excellent swarm attackers. And it's not hard to get 10 of them.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 22, 2012, 07:52:46 PM
I'm perfectly fine lugging Hounds around. They make good, hardy point cappers and excellent swarm attackers. And it's not hard to get 10 of them.
(http://files.sharenator.com/release_the_hounds_RE_Anonymous_Sends_An_Open_Letter_To_The_Westboro_Baptist_Church-s272x348-234111.jpg)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: RawCode on April 24, 2012, 01:47:14 AM
hound is overpowered in it's current stage, its very large fighter with medium mount that able to outrun most missiles and nonbeam weapons.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: WKOB on April 24, 2012, 07:01:14 AM
Hounds are damned good at kiting and rather annoying while they do it.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 24, 2012, 07:05:48 AM
Hounds are damned good at kiting and rather annoying while they do it.

I can imagine the captain of a hound, while kiting my lasher or brawler.

(http://i.qkme.me/352w46.jpg)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: KDR_11k on April 24, 2012, 09:13:32 AM
hound is overpowered in it's current stage, its very large fighter with medium mount that able to outrun most missiles and nonbeam weapons.

It has no shields. The hound dies very easily if it wanders into rage of any opponents and interceptors pose a credible threat to it too.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Temjin on April 24, 2012, 09:43:48 AM
hound is overpowered in it's current stage, its very large fighter with medium mount that able to outrun most missiles and nonbeam weapons.

Yeah, but that Hound dies really quickly in fleet actions. Wasps in particular will eat it for breakfast, and Thunders do a great job too. If it wanders in range of a capital ship it will likely lose most of its armor and/or die in a few shots.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: naufrago on April 24, 2012, 10:22:30 AM
...wanders into rage of any opponents...

Not sure if typo, but I prefer it this way.

And since I probably ought to contribute to the discussion, I've never actually used Hounds. I tend to use High-tech things because of their shields (and the advantages not taking hull damage provides) and energy weapons. Hounds completely lack shields and tend to die so easily to my fleets, I'd never even considered using them.

You all bring up some really good points, but I'm not entirely convinced of their usefulness. Hounds seem like the sort of thing you'd be able to deploy in swarms to great effect, and would be good disposable ships for capturing objectives, but I still feel fighter wings can do that job just as well, and they have greater longevity and survivability if you field a carrier. The problem I see is that (correct me if I'm wrong) Hounds wouldn't be able to go up against large and high-tech ships without heavy casualties like, say, Xyphos wings can, regardless of the size of the Hound swarm. High-tech still seems like the way to go for maximum dominance and minimal losses. Hounds just seem... disposable, and I prefer to be efficient with my resources.

In my most recent playthrough, I decided to go exclusively high-tech frigates and fighters. It's ridiculously effective, even allowing me to go up against Aurora cruisers and Odyssey capital ships. I haven't tried facing off against the Hegemony defense fleet or a Paragon, but a fleet composed primarily of Tempests with a Heavy blaster and Graviton beam and with Wasp support can beat everything else with minimal damage (actually, I recently added a couple Medusas once I realized my fleet wasn't fast enough to catch small targets anymore, so they probably help against the larger fleets). I can't imagine Hounds would be more effective than that, even with Talon interceptors to support. The high-tech ships may be more expensive initially, but they're also much more effective. I'd dare say they're more effective for their FP cost as well.

I wouldn't say Hounds are OP. They'd be effective in large numbers against (and correct me if I'm wrong) medium- to small-sized, low-tech fleets, but wouldn't stand much chance against most larger or high-tech fleets it could catch without heavy losses. It's really about picking your battles with that. In larger battles, they could capture points, but there are other options that are more versatile and durable. If you ask me, their FP cost is entirely justified. I'd almost be willing to say high-tech ship FP costs are too low... but I love my high-tech ships >.<
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 24, 2012, 11:23:02 AM
Think of the strategic picture if you will. Hounds perform the same roles as a lackluster fighter, but Talons won't do quite as much damage (lol) to an enemy ship. They have high speed and maneuverability and low FP costs, plus they're really really easy to obtain. I love my Tempests and Thunders, but I have to hoard them till the endgame.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alrenous on April 24, 2012, 12:05:19 PM
Challenging myself not to use fighters while they work off their overpower. Which means frigates, which means Hounds and Tempests as almost everything else is 60 su slower.

I do prefer Tempests for exactly the reason naufrago does. However, I grabbed a Hound to try it out and it does have advantages, if used the way I use frigates. Namely, to eliminate all the enemy's fighters and frigates and then retreat. Originally the retreat was to free up fleet points but now I do it to avoid the risk of a Tempest trying to solo an Onslaught, which is bad for my crew's health.


Hounds use much less crew. They use half as many fleet points. Their dodging amounts to about as powerful as a Tempest's shield in regards to saving crew, up until it is time for them to run. And don't underestimate the fact that Hounds literally cost a fifth in credits. If you can afford as many Tempests as you want your cash is OP.

I still use mainly Tempests, a little because of inertia but mainly because blue is better than brown.



Edit: My ships officially have rages instead of ranges now. I use it slightly differently than range. For example the Onslaught's overlapping heavy turrets create a kill zone, which I'll call 'deep rage' or something like that.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Temjin on April 24, 2012, 02:50:15 PM
I was primarily a high-tech guy, but then I decided to try a solo Enforcer fleet. Dual flak in the sides, heavy mauler up front, dual hypervelocity drivers on the diagonals, four single Harpoon MRMs, and Hardened Shields. There's something just so satisfying about laughing off beam damage (thanks to thick armor) while simultaneously overloading their shields from well outside their effective range. The dual flaks make you essentially immune to missiles and tear fighters apart.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: naufrago on April 24, 2012, 04:03:27 PM
I was primarily a high-tech guy, but then I decided to try a solo Enforcer fleet. Dual flak in the sides, heavy mauler up front, dual hypervelocity drivers on the diagonals, four single Harpoon MRMs, and Hardened Shields. There's something just so satisfying about laughing off beam damage (thanks to thick armor) while simultaneously overloading their shields from well outside their effective range. The dual flaks make you essentially immune to missiles and tear fighters apart.

I can see the appeal... but I just love Heavy Blasters. Not the most efficient weapon, but its dps and the fact that it absolutely shreds armor more than makes up for it for me.

Still, this enforcer fleet intrigues me. I'll try it out.

Also, Hardened Shields and not Heavy Armor? The thing about Hardened Shields (hereafter called HS) is, the more efficient your shields are (less flux generated per damage taken) and the more flux capacity you have, the more effective it is. Take, for example, the Paragon. With a regular crew and no capacitors, it has shield efficiency of .6 and 25k flux, the amount of damage it can absorb, or the effective hitpoints (EHP) of its shields, is 25000/.6 = 41,667. With HS, it's 25000/(.6*.75) = 55,556 EHP. For a cost of 30 OP, you get the effect of over 100 capacitors. You'll find that with a more skilled crew, the effects of HS are even more dramatic.

Now we look at the Enforcer with shield efficiency of 1.2 and 4k flux. The EHP of its shields are 4000/1.2 = 3333. With HS, it's 4000/(1.2 * .75) = 4444. HS cost 12 OP, so with those OP you could buy 12 capacitors for 1200 extra flux. This would give your shields an EHP of (4000 + 1200)/1.2 = 4333. The difference in shield HP is negligible, and you have more flux at your disposal for weapons. Having an elite crew wouldn't make HS much more viable, with 5200 EHP vs. 5333 EHP (EHP for elite crew, no mods is 4000). Shields are not the Enforcer's strong point, so you'd be better off improving other areas.

Anyway, it's hard to say how much 200 extra armor would add to your survivability, but I'd probably go with that if not extra vents or caps.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Shield on April 24, 2012, 04:42:38 PM
Eff numbers crunching, just play the game.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Catra on April 24, 2012, 04:47:21 PM
it might be negligible, but its still an overall performance boost, which is all that matters. it might not be its strong point, but armor is finite, so when that runs out its good to have a shield that wont cripple you when it comes time to actually fire it up.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Vandala on April 24, 2012, 05:16:35 PM
Eff numbers crunching, just play the game.
Actually naufrago makes a darn good point.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: naufrago on April 24, 2012, 05:22:12 PM
Eff numbers crunching, just play the game.

People play things differently and find joy in different things than you do. People don't like all the same things you do. People are individuals and think differently than you do. That doesn't make their opinions any less valid. Get over yourself.

Also for the record, I did the number crunching while I was on the toilet because I was curious about how useful Hardened Shields was. Not much better things to do while sitting around. Besides, it's nice to know that something is quantifiably and objectively better than something else, and not dependent on peoples' subjective opinions. EDIT: The point of including the math was to show that Hardened Shields is sub-optimal, and not leave it to handwave-y feelings and guesses. I could have just said "Hardened shields suck for enforcers", but that wouldn't say why and people reading it wouldn't know whether it was true or not.


And to Catra, the difference between 12 capacitors and Hardened shields on the Enforcer is only about 100 EHP, and the flux you get from the caps could also be used to fire the guns longer. If Heavy armor isn't your thing, the caps would most likely be more useful to you than hardened shields. In fact, with the next build doubling the effectiveness of caps, there will be absolutely no reason to want Hardened Shields over caps (EDIT: for Enforcers, anyway).
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Gaizokubanou on April 24, 2012, 06:52:24 PM
Also for the record, I did the number crunching while I was on the toilet because I was curious about how useful Hardened Shields was. Not much better things to do while sitting around.

I make funny faces ;D

Great point on Enforcer's capacitator vs HS BTW.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Catra on April 24, 2012, 07:17:24 PM
Quote
And to Catra, the difference between 12 capacitors and Hardened shields on the Enforcer is only about 100 EHP, and the flux you get from the caps could also be used to fire the guns longer.

yeah and? its still an overall performance boost, which is all that matters, if you don't think so then state why not. and being able to fire your guns longer doesnt mean a thing when your shields cause you to overload faster when having to defend a section.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Gaizokubanou on April 24, 2012, 07:23:52 PM
Quote
And to Catra, the difference between 12 capacitors and Hardened shields on the Enforcer is only about 100 EHP, and the flux you get from the caps could also be used to fire the guns longer.

yeah and? its still an overall performance boost, which is all that matters, if you don't think so then state why not. and being able to fire your guns longer doesnt mean a thing when your shields cause you to overload faster when having to defend a section.

He did state why not.  HS offers 100 EHP while 12 capacitors not only can help out with shielding, but with shooting as well.  His conclusion was that the dual benefit of capacitors outweigh HS's 100 EHP.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 24, 2012, 07:24:23 PM
Interesting points about HS. Something else to consider regarding HS vs capacitors: the damage decreased by HS just disappears, while damage absorbed by extra capacitors still needs to be dissipated.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Catra on April 24, 2012, 07:42:00 PM
Quote
And to Catra, the difference between 12 capacitors and Hardened shields on the Enforcer is only about 100 EHP, and the flux you get from the caps could also be used to fire the guns longer.

yeah and? its still an overall performance boost, which is all that matters, if you don't think so then state why not. and being able to fire your guns longer doesnt mean a thing when your shields cause you to overload faster when having to defend a section.

He did state why not.  HS offers 100 EHP while 12 capacitors not only can help out with shielding, but with shooting as well.  His conclusion was that the dual benefit of capacitors outweigh HS's 100 EHP.

it doesn't help out with just shielding, it helps out guns as well since the shields are not absorbing as much damage as before, thus allowing them to fire much longer than if it stayed unmodified.

also, that's not stating why not. that's just stating an conclusion.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Vandala on April 24, 2012, 07:52:25 PM
Interesting points about HS. Something else to consider regarding HS vs capacitors: the damage decreased by HS just disappears, while damage absorbed by extra capacitors still needs to be dissipated.
Hmm, good point.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: RawCode on April 25, 2012, 02:53:06 AM
instant and long term hitpoints cannot be directly compared, but heavy shield extremely effective on highend ships with already powerfull shields.

its possible to get 0.3 hyperion that able to adsorb hurge amount of damage.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Catra on April 25, 2012, 03:41:54 AM
the omen can push it down to .2 :P with its venting capability its pretty much impossible to kill the thing if you have no way of making its flux levels permanently high or don't have any fighters to chase it down.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Gaizokubanou on April 25, 2012, 03:44:12 AM
also, that's not stating why not. that's just stating an conclusion.

Are you really having a problem because he didn't explicitly state "1200 extra flux that can be used to power the weapons is more useful than purely defensive tool that outperform the extra flux only by 100 EHP in defense only"?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Cryten on April 25, 2012, 05:59:33 AM
Catra try and focus more on your own points rather then trying to deny the argument of others peoples points of view through technicalities. It comes over better. Especially when both sides are rather valid.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alrenous on April 25, 2012, 08:51:26 AM
For a cost of 30 OP, you get the effect of over 100 capacitors. You'll find that with a more skilled crew, the effects of HS are even more dramatic.

The capacitors are also affected by the efficiency and crew. 14000 shield HP at 0.6 efficiency is 84 capacitors. Still large, not that large. (New version: 42 capacitors.)
Also shield efficiencies may be step functioned. 0.6 * 0.75 = 0.45. That may actually be 0.5 or 0.4, in game.

If it is only displayed in steps and actually calculated precisely, then hardened shields is worth exactly 1/3 flux capacity in HP in all cases.

I will also suggest taking into account firing time. Even if flux/3 is more than you'd get out of capacitors, it still means you can keep the shield up under fire for 33% longer. If you lose more than 33% of your flux dissipation to get hardened shields, HS gimps your firepower to make the ship tanky.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: naufrago on April 25, 2012, 09:32:38 AM
For a cost of 30 OP, you get the effect of over 100 capacitors. You'll find that with a more skilled crew, the effects of HS are even more dramatic.

The capacitors are also affected by the efficiency and crew. 14000 shield HP at 0.6 efficiency is 84 capacitors. Still large, not that large. (New version: 42 capacitors.)
Also shield efficiencies may be step functioned. 0.6 * 0.75 = 0.45. That may actually be 0.5 or 0.4, in game.

If it is only displayed in steps and actually calculated precisely, then hardened shields is worth exactly 1/3 flux capacity in HP in all cases.

I will also suggest taking into account firing time. Even if flux/3 is more than you'd get out of capacitors, it still means you can keep the shield up under fire for 33% longer. If you lose more than 33% of your flux dissipation to get hardened shields, HS gimps your firepower to make the ship tanky.

Oh derp. Yah, definitely forgot to apply the efficiency to the effect of capacitors in the case of the Paragon. Pretty big error on my part, but the point still stands, although not quite as dramatically. Also, I agree with your point about how the shield efficiency might be a step function, which would definitely change things a bit. Some official word on that would be nice. Also, it would be nice to know exactly how much the skill level of the crew affects shield efficiency.

Alex brings up a good point, too. I guess the choice between Hardened Shields and more capacitors is basically an argument of more effective vents vs. more immediate flux available at the expense of longer venting times. In that case, it really comes down to playstyle and the situation, with no clear winner. Still, with the buff to capacitors in the next release, they definitely seem preferable to HS (for enforcers).

EDIT: Also, these arguments completely ignore what else you could do with the 12 OP. Assuming it's equipped with the weapons Temjin mentioned in his post, it would use 64 OP, leaving 36 OP to play with. That means there's a lot of flexibility in where those points can go. Hell, you could get Hardened shields AND max capacitors if you wanted, but that limits your vents. I guess what I'm saying is, I like that this gives some solid, significant choices.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 25, 2012, 11:31:46 AM
I guess what I'm saying is, I like that this gives some solid, significant choices.
Yes, I love that this is always there. In pretty much every aspect of play.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alrenous on April 25, 2012, 11:45:06 AM
I also completely failed to notice that HS gives essentially free capacity.

Using 3000 capacity HS vs. 30 vents as a specific example, this implies:

If you drop your shields at approximately max:
Under fire, it is almost exactly equivalent, until the vent.
The vent takes 1/4 less time with HS, assuming blowing vents is linear with capacity. (It sure seems nonlinear with extra passive vents.) 9000 capacity vs 12000.

Not under fire, capacitors let you burst for 3000 flux longer.

If you drop shields the way the AI does, when soft+hard flux is roughly max:
Under fire, the capacitors let you shoot slightly capacity longer, but the vent also takes longer.
Not using all the capacity on hard flux lowers the effective power of HS. Repeated combats would raise it again, except waves tend to leave lots of time to vent, even an enlarged capacity.



Oh heck, I just found out why I don't use HS on my Paragon. It rarely even gets to 50% hard flux as is - things die before then. Say 30%, and HS is worth 2500 capacity. Putting 30 into passive vents is way, way better than 2500 capacity. (Vents have increasing returns, exactly like healing in WoW. Each further vent is a greater percentage of the remaining full-auto flux usage.)

Which in turn implies that eliteness and efficiency can also reduce the power of HS, as it takes longer for it to pay for itself, by which time many battles are already over.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: weed33 on April 25, 2012, 11:54:42 AM
Or the best solution, have HS and max capacitors and no guns :D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Temjin on April 25, 2012, 11:55:58 AM
For a cost of 30 OP, you get the effect of over 100 capacitors. You'll find that with a more skilled crew, the effects of HS are even more dramatic.

The capacitors are also affected by the efficiency and crew. 14000 shield HP at 0.6 efficiency is 84 capacitors. Still large, not that large. (New version: 42 capacitors.)
Also shield efficiencies may be step functioned. 0.6 * 0.75 = 0.45. That may actually be 0.5 or 0.4, in game.

If it is only displayed in steps and actually calculated precisely, then hardened shields is worth exactly 1/3 flux capacity in HP in all cases.

I will also suggest taking into account firing time. Even if flux/3 is more than you'd get out of capacitors, it still means you can keep the shield up under fire for 33% longer. If you lose more than 33% of your flux dissipation to get hardened shields, HS gimps your firepower to make the ship tanky.

Oh derp. Yah, definitely forgot to apply the efficiency to the effect of capacitors in the case of the Paragon. Pretty big error on my part, but the point still stands, although not quite as dramatically. Also, I agree with your point about how the shield efficiency might be a step function, which would definitely change things a bit. Some official word on that would be nice. Also, it would be nice to know exactly how much the skill level of the crew affects shield efficiency.

Alex brings up a good point, too. I guess the choice between Hardened Shields and more capacitors is basically an argument of more effective vents vs. more immediate flux available at the expense of longer venting times. In that case, it really comes down to playstyle and the situation, with no clear winner. Still, with the buff to capacitors in the next release, they definitely seem preferable to HS (for enforcers).

EDIT: Also, these arguments completely ignore what else you could do with the 12 OP. Assuming it's equipped with the weapons Temjin mentioned in his post, it would use 64 OP, leaving 36 OP to play with. That means there's a lot of flexibility in where those points can go. Hell, you could get Hardened shields AND max capacitors if you wanted, but that limits your vents. I guess what I'm saying is, I like that this gives some solid, significant choices.

I typically max vents, honestly. Those dual flaks are incredibly effective, but have a high cost in flux. The shield is mainly only turned on in short bursts and used to block Piranha bombing runs, Hellbore shots, and the like that overwhelm or are immune to flak; so you could arguably get away without Hardened Shields at all. I like having the extra buffer though, especially later on in the fight once the armor starts to wear off a bit. Having the shield drop down to 0.8 efficiency with elite crew on board seems (subjectively) to increase my survivability compared to running, say, more missiles or more capacitors; and the extra shield survivability really becomes more useful when you're taking on the entire Pirate Plunder Fleet on your lonesome (although for those fleets I often find myself running short on ammo!)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: pigreko on April 25, 2012, 12:32:24 PM
is this going too much out of topic?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alrenous on April 25, 2012, 12:47:29 PM
It's going off topic.

However, it isn't derailing any existing discussion, so the usual reason to avoid being off-topic isn't applicable.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Anysy on April 25, 2012, 04:30:35 PM
I was unaware this thread had a topic
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: SeaBee on April 25, 2012, 05:28:15 PM
Technically, the discussion should center on the live patch notes -- upcoming features and changes.

In reality, eh, as long as it's Starfarer related and Alex doesn't mind it ... well, discussions of this nature do tend to take some fairly divergent paths in short order.

Thanks for not letting the arguments get too out of hand. It's appreciated by everyone, especially when things get a bit heated. We're all civil ladies and gentlemen here. *adjusts monocle*
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on April 25, 2012, 09:13:32 PM

Thanks for not letting the arguments get too out of hand. It's appreciated by everyone, especially when things get a bit heated. We're all civil ladies and gentlemen here. *adjusts monocle*

Here here! * sips tea *
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 26, 2012, 09:22:46 AM

Thanks for not letting the arguments get too out of hand. It's appreciated by everyone, especially when things get a bit heated. We're all civil ladies and gentlemen here. *adjusts monocle*

Here here! * sips tea *

(http://i1.kym-cdn.com/profiles/icons/big/000/067/713/feel%20like%20a%20sir.jpg)

Very good, my sirs.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arcibalde on April 26, 2012, 01:29:49 PM
 :o 9gag Spammers  :P
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: naufrago on April 26, 2012, 06:48:50 PM
...Thanks for not letting the arguments get too out of hand. It's appreciated by everyone, especially when things get a bit heated. We're all civil ladies and gentlemen here. *adjusts monocle*

If I had to summarize how I interact with others online, it would be kind of like a much more restrained TotalBiscuit. I won't outright call someone an idiot, but I'll probably let someone know why they're wrong if it seems worthwhile to do so. It's also nice to be able to debate something without drawing personal insults, so I might actually spend more time on these forums. It would be nice to debate the finer points of equipping ships and the usefulness of the various hull mods more often.

Keep it classy, folks.

(As an aside, if I ever seem angry in a post, you can safely assume I'm not unless I explicitly state otherwise. It's actually really hard to *** me off. People tend to misread bluntness as being angry or confrontational. Tone of voice doesn't convey well in text. =/)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 26, 2012, 07:12:36 PM
It's honestly amazing how great this community is so far.

Edit: Also I really want the patch, haha.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 26, 2012, 07:21:07 PM
Updated patch notes. Likely the last update before 0.52a is out - mostly small tweaks and testing from here on out. Projected release of 0.52a is sometime next week... unless it's not.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Sunfire on April 26, 2012, 07:35:22 PM
Updated patch notes. Likely the last update before 0.52a is out - mostly small tweaks and testing from here on out. Projected release of 0.52a is sometime next week... unless it's not.

hip hip horay!!!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Trylobot on April 26, 2012, 08:07:27 PM
w00t
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Mattk50 on April 26, 2012, 08:13:53 PM
Bought the game recently, the combat is great and the campaign seems to be coming along nicely, but there's a few things that I'd like to nit pick without making a whole suggestion thread for it.

Fighters: having dead individual fighters be rebuilt even after they have been destroyed feels a tad cheaty when repairing them out of battle takes some time and sucks when your the on the receiving end. maybe it should only repair planes that are still alive? Maybe if you have more fighters in the hangars of the same type, it simply launches those in its place? Re-arming could still work the same, tho i have yet another nit pick about that relating to how my carrier can rearm a billion dagger wings with torpedos but if it uses torpedo launchers itself its cargo hold is suddenly empty of them when it runs out. In the same vein, my fighter heavy fleet only has half its hangars full, perhaps hangars on ships should be made a little rarer or more costly in terms of balance, requiring dedicated carriers to carry around a legion of the buggers. For example, my apogee has 20 hangars, an Odyssey had 30 and an astral has 50. Should an apogee really have that many fighters on-board only itself? And why would you be using 20 hangars worth of fighters without a flight deck on the field anyway, it seems like a bit of a waste of resources.

Weapon groups: At first glance it looked like i'd be sitting pretty with my mechwarrior experience thanks to weapon group system, but then i realized that instead of pressing the key to fire the weapon, you had to select it with the key then use the mouse to fire. Might want to look into making it toggleable for certain weapon groups if you think its worth it, i'd love to just press the key to fire hurricane MIRVs or LRMs for example.

Refit screen: seems to be a bit of information missing from it, correct me if im blind but there's information that just doesn't show on refit and i find myself going to the fleet tab just to check it. this could be easily remedied by allowing the mouseover of a ship on the sidebar to show the same info as it would when in the fleet or buy/sell screen.

AI self preservation: I'd love it if both the enemy AI and my own AI was a bit less suicidal when they are missing most of their hull, or faced with insurmountable odds. Its also a bit silly seeing a lone Hyperion try to take on a Paragon by itself and die when i have two capitals across the map and it didnt need to make a sacrifice, though those guys must have had a deathwish anyway. They shouldn't retreat completely, but I'd love for some sort of "oh *** i cant handle this based on my current ship and flux/hull levels, im going to go find the nearest ally and see what i can do with that guy" behavior. Would make it much harder to completely annihilate an enemy fleet every fight due to your superior human brain, at least.

Full escort: if there are no other orders stealing ships attention i'd love it if every ship on your side would fall in and escort the designated ship, right now only 2 or so escort and the rest just search and destroy.

Conquest: increased flux capacity and dissipation, greatly reduced shield efficiency

The shield efficiency was the best part, it made it like a super-sized apogee :'(. Maybe the amount of flux cap and vents it got will make up for it though.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: naufrago on April 26, 2012, 08:49:26 PM
UI improvements:
  • For UI consistency, pressing TAB no longer closes the map when on the map tab

I love nearly all the changes that you're putting into the patch (except you nerfed my favorite cruiser. >={ boo.), but this is one change to the UI I wouldn't call an 'improvement'. Honestly, I'd rather you do the inverse of this decision to make the UI consistent. This probably won't change the fact that I will try to press TAB to close the map (or 'f' to close fleet, 'i' to close inventory, etc.). This is mainly because TAB opens and closes the map during tactical combat, so one would assume it would do the same for the sector map, not to mention many other games teach players that a hotkey also closes the window it opens.

It's a minor annoyance, but it would be nice if it were more intuitive. I can see you were trying to make the fewest changes possible to make the UI consistent, but I feel that was the wrong choice in this case.

EDIT: I didn't make this clear enough initially, but I really appreciate how much care and attention you're putting into the game.


Refit screen: seems to be a bit of information missing from it, correct me if im blind but there's information that just doesn't show on refit and i find myself going to the fleet tab just to check it. this could be easily remedied by allowing the mouseover of a ship on the sidebar to show the same info as it would when in the fleet or buy/sell screen.

Refit Screen: read the section for UI improvements. "Added tooltip with detailed ship stats to refit UI (hover over OP bar to see)." I agree that hovering over the sidebar for a detailed tooltip would be nice, though.

Fighters: having dead individual fighters be rebuilt even after they have been destroyed feels a tad cheaty when repairing them out of battle takes some time and sucks when your the on the receiving end. maybe it should only repair planes that are still alive? Maybe if you have more fighters in the hangars of the same type, it simply launches those in its place? Re-arming could still work the same, tho i have yet another nit pick about that relating to how my carrier can rearm a billion dagger wings with torpedos but if it uses torpedo launchers itself its cargo hold is suddenly empty of them when it runs out. In the same vein, my fighter heavy fleet only has half its hangars full, perhaps hangars on ships should be made a little rarer or more costly in terms of balance, requiring dedicated carriers to carry around a legion of the buggers. For example, my apogee has 20 hangars, an Odyssey had 30 and an astral has 50. Should an apogee really have that many fighters on-board only itself? And why would you be using 20 hangars worth of fighters without a flight deck on the field anyway, it seems like a bit of a waste of resources.

While I don't feel like addressing everything written there, I do mostly agree with the oddity of running out of ammo for a weapon system, yet being able to resupply a fighter that requires that ammo.  My personal thought/suggestion is that certain ships, carriers mainly, should have micro-factory things in them that allow them to produce effectively limitless ammo, not just for the fighters, but for themselves as well. (You could make the production speed dependent on the ship doing the producing, and the ammo to be produced. Repairing and rearming in combat could use supplies as well. It even opens up the door for construction ships. Use your imagination for that one. That would have uses in combat for things that are planned in future updates, and could potentially be used as mobile shipyards outside of combat, producing ships off blueprints and supplies.)

Also, it's odd how you can instantly repair a fighter wing in combat, but it can take days outside of combat. Maybe speed that up just a bit.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: ClosetGoth on April 26, 2012, 09:06:27 PM
Sorry in advance for not contributing directly to the thread, I just came here to say that the amount of gameplay mechanics (however minuscule) added in the most recent patch notes is STAGGERING.

The things that caught my attention:
"Conquest: increased flux capacity and dissipation, greatly reduced shield efficiency"
 – I like this change, because it would seem to more balance the focus between the weaponry and the shields, befitting a midline-tech ship.

"Modding-related: ..."
 – In general, the focus on modding is really... heartwarming!

"Can set groups to have autofire toggled on automatically before battle"
"Saves zoom level in the campaign, and zoom level and view location in the campaign map"
"Improved mod selection dialog"
"Fixed issue where wrong tooltip would show up in the refit screen for ships with weapons that are close together"
 – Reading this just erased many of my gripes dealing with the UI. I feel like the game has already become more relaxing/intense, from the removal of "enjoyment obstacles".

The things that really caught my attention:
"Added 'Run Simulation' option to the refit screen"
 – This made me giggly, because I remember sparking interest in this by starting a thread on it!

"Made aware of when a ship's best firepower is a broadside"
 – This was heavily suggested, and our pleas were answered!

"Added an abandoned storage facility in orbit around the sun-scorched world of Corvus I"
 – If this is effectively a personal storage facility, then I am even more excited for 0.52a! It is nice to see player storage appear, as we will need it with the invention of accidents.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Vandala on April 26, 2012, 09:15:55 PM
*drools*  :o

The waiting, it's horrible.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 26, 2012, 09:39:33 PM
Whooo more buffs to ships I like!  :D

Hammerhead and conquest will kick so much more butt now.  (honestly I don't use the shields that much on my conquests.)

So many changes. You are amazing fractalsoftworks team.  :D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: BillyRueben on April 26, 2012, 09:41:29 PM
  • For UI consistency, pressing TAB no longer closes the map when on the map tab
:'(
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Tarran on April 26, 2012, 09:48:18 PM
Quote
Conquest: increased flux capacity and dissipation, greatly reduced shield efficiency
But... wouldn't that make the ship's shield effectively as bad as some lower tech ships and freighters? And wouldn't it make the shield worse than an Atlas or Onslaught shield despite a Conquest being higher tech? Not that it's wrong, but... I'm not 100% sure on it.

Quote
Hammerhead: increased arc of medium hardpoints to 10 degrees (up from 5)
...Personally, I thought the Hammerhead was already awesome, but I'm not complaining!

Quote
For UI consistency, pressing TAB no longer closes the map when on the map tab
Personally, I like hitting tab again to close it. It allows me to take a quick peek and then exit it with minimal effort. :-\
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Okim on April 26, 2012, 10:02:51 PM
WOW. Wanted to pinpoint some specific features added later to the list, but after reading the whole list the number of exact features growed up considerably.

So i`m just posting the most important to me (especially the replace option):

- "totalConversion":"true" or "false" - makes it so that selecting this mod unselects everything else, and selecting another mods unselects this on - i.e., you can't combine this mod with other mods
- "replace" - a JSON array of filenames for files that the mod replaces entirely, instead of merging with data from the base game. Useful for a total conversion that may want to entirely replace the list of missions (so that the vanilla missions don't show up at all), the player.faction, or the list of available simulation opponents. Example: "replace":["data/missions/mission_list.csv",] - will replace mission list with ones from mod.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: potsh on April 27, 2012, 12:03:19 AM
“UI improvements:
Added "Run Simulation" option to the refit screen (deploys current variant, lets you pick some opponents)
Trade UI changes

Presents the tabbed UI, allows to switch between different tabs while trading
Can refit ship while docked with station and purchase weapons from station from the refit screen

Added "refit ships" option to orbital station dialog
Ship refitted at a station are fully fitted immediately and do not need to wait a few days for hullmods to take effect”


Love this 3 changes so much!
It brings to us much convenience!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: keptin on April 27, 2012, 12:26:11 AM
Quote from: Alex
-Added "Run Simulation" option to the refit screen (deploys current variant, lets you pick some opponents)
-Opponents that can be picked for the simulation available from the refit screen can be set in data/campaign/sim_opponents.csv

Super excited about this feature, especially as a modder! It will definitely help when it comes to deciding on variant loadouts and overall playtesting.

Quote from: Alex
Ammo counter now shows 4 digits

It's the little things in life...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: PCCL on April 27, 2012, 12:30:11 AM
Broadside AI!???

YESYESYESYESYESYESYESYES!!!!!!

RELEASE NAO!!!!!!  >:(

Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: hydremajor on April 27, 2012, 01:23:46 AM
Quote
Hammerhead: increased arc of medium hardpoints to 10 degrees (up from 5)


GOOD GOD ....I've been waiting for this...At last I can finally use BOTH thoses hardpoints at the same time without being able of fitting a damn lasher class in the gap between them things...Well hopefully...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 27, 2012, 01:38:55 AM
Oh-ho-hooo Merry Christmas community!

Made aware of when a ship's best firepower is a broadside (either due to overall loadout or temporarily disabled weapons) - Can't wait to see how it is in real combat :D

Has higher-level tactical awareness and tries to avoid being swarmed - Big Scourge nerf xD

All Modding-Related Changes - <3

Added "Run Simulation" option to the refit screen (deploys current variant, lets you pick some opponents) - Awesome, one thing I was really missing when acquiring new stuff for the first time (and that's just a small thing, it's an awesome feature overall)

Can refit ship while docked with station and purchase weapons from station from the refit screen - Better gameplay experience (maybe in some distant future when every single ship really matters, they will only be refittable in stations?)

Autofire Auto Toggle\Saved Zoom Level - Great work listening to the community feedback Alex (sometimes us leeches can prove somewhat useful!)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: stardidi on April 27, 2012, 01:43:11 AM
I think it's amazing that you've put so many changes that the community requested in the game in so little time:
Run Simulation, Refit while Docked, Autofire toggle, Storage Station, etc.

Keep up the good work Alex.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Cryten on April 27, 2012, 02:24:55 AM
I am impressed by the new changes, there are alot of quality of life implementations that I am going to be glad to see. Especially the saved autofire and zoom options.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Altraum on April 27, 2012, 03:25:57 AM
Hoy,

If the unused station can be used by players, this is really going to be fun!

Some options I would like you to think about, if you haven't allready.

1. Some way to tweak the aggressivness of ships, I really don't want my expensive fighters and frigates to be suicidal. The improved anti-swarm AI might improve survivability enough.

2. Combat rearming, as some other ppl have mentioned. Would've been cool to have a transport like ship send out a shuttle to rearm those missiles and torps.

Altraum...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 27, 2012, 07:28:56 AM
Where would the music for travelling be specified? In the modgen our .json file for sound?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: zakastra on April 27, 2012, 09:24:52 AM
Where would the music for travelling be specified? In the modgen our .json file for sound?

I believe it was said that this is close to hardcoded at the moment, it will eventually be normally moddable, but the framework for that isn't in place yet.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: stardidi on April 27, 2012, 09:31:54 AM
Where would the music for travelling be specified? In the modgen our .json file for sound?

I believe it was said that this is close to hardcoded at the moment, it will eventually be normally moddable, but the framework for that isn't in place yet.

well Alex said in the updated patch notes that music will be moddable, so that's old info.

but no idea where it would be as i don't mod (yet)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 27, 2012, 10:05:05 AM
Oh god, it's like he went and filled every little thing he could find in the suggestion forum.
Storage facility!  :o
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 27, 2012, 11:36:38 AM
Thank you guys!


A couple of specific responses -

Re: Tab not closing the map anymore:
I'm not sure about that one either. Expect it to change again at some point. It just was weird to have F/R/I close the window while you were at station, and the shortcuts all ought to work the same. I'll give it a bit more thought.

Re: Conquest changes:
The idea is to increase its firepower while keeping the defense roughly the same. So yeah, its shield efficiency is very bad on paper, but the base dissipation of the hull goes a long way to counter it. While the number is worse than that of low-tech ships, it's also a battlecruiser - designed for offense and mobility above all else. I think atrocious shield efficiency is perfectly in-character.

Re: music:
It's set up in sounds.json

Re: Abandoned Station
Yep, you can use it for storage.

Re: fighter repair time
I actually meant to take a look at it (possibly make it instant when there's a carrier in the fleet). Originally intended to do it at the same time as adding a supply cost for fighters refitted/repaired in-battle, which is a more extensive change, but I'll take a look at doing just the repair part of it.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 27, 2012, 11:41:13 AM
Alex, we want a very meaningful and inspiring post for the 2000th (number of posts).
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: CrashToDesktop on April 27, 2012, 11:45:08 AM
Storage!  Finally, somewhere were we can store our stuff safely - or can we?  Will pirates be able to break into the storage facility and steal our stuff?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 27, 2012, 11:52:40 AM
Storage!  Finally, somewhere were we can store our stuff safely - or can we?  Will pirates be able to break into the storage facility and steal our stuff?
I doubt it. Wouldn't be much use then.  :)  I think it's probably security by obscurity. Been pillaged so many times no one bothers anymore.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Tarran on April 27, 2012, 11:55:29 AM
Alex, we want a very meaningful and inspiring post for the 2000th (number of posts).
Chances are, it'll be like this:

Quote from: Alex
Quote from: Some random dude
Lol maybe you should add deathstar lololol
No, it does not fit in the game lore at all and in general it just doesn't fit.

 :P
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alrenous on April 27, 2012, 11:56:12 AM
Quote
Added "Run Simulation" option to the refit screen (deploys current variant, lets you pick some opponents)

This one thing is worth breaking save compatibility for.


This sounds sarcastic, but isn't. Looking forward to having to redo my Onslaught build, because it is completely destroyed by the balance and AI changes. Right now it stops other Onslaughts from shooting by overloading their shields with storm needlers. Then they vent and let me kill them with harpoons. And they can't keep up because their heavy autocannons can't compete with my choice of heavy maulers.

Hahaha, I should be a massacred come 0.52.


Quote
I think it's probably security by obscurity.

Security by 'its harder to code interaction than non-interaction.'  ;) The pirates won't know it is there until Alex tells them, and even then they won't know what to do with it until he tells them that too.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 27, 2012, 11:58:04 AM
Haha, I meant lore-wise.  ;)  But yes. You are correct.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Psiyon on April 27, 2012, 12:27:31 PM
I love all the new changes, but the ones related to modding in general are making me squeal with joy. I said this before, but I'll say it again: Alex, I love you.

Oh, quick question: will we be able to run simulations off of devmode's "Edit Variants" screen on the main menu? If so, that'd be awesome.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 27, 2012, 12:42:48 PM
I love all the new changes, but the ones related to modding in general are making me squeal with joy. I said this before, but I'll say it again: Alex, I love you.

:D

Oh, quick question: will we be able to run simulations off of devmode's "Edit Variants" screen on the main menu? If so, that'd be awesome.

Just tried it - looks like that works.


Oh, the pressure of making the next (2000th) post...
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Wyvern on April 27, 2012, 12:48:29 PM
Piffle, who cares about post 2000?  That's so... decimal.  Now, post 2048?  That should be something special.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 27, 2012, 12:50:35 PM
YES! Spoken like a true programmer.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 27, 2012, 12:57:18 PM
YES! Spoken like a true programmer.

Agreed in total. ;D


Upgradecap - A true modder.  ;D ;D ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: defry on April 27, 2012, 07:23:32 PM
I'm loving these updates... Bring it on AI! Lets see what you got! *Defeated in less than 2 minutes into fight*  :'(
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Vandala on April 27, 2012, 07:25:20 PM
Re: Tab not closing the map anymore:
I'm not sure about that one either. Expect it to change again at some point. It just was weird to have F/R/I close the window while you were at station, and the shortcuts all ought to work the same. I'll give it a bit more thought.
I was skeptical of it at first but then I thought this may just be a good thing, will probably force people to rely on either the Esc key or the Space key more which can be a good thing, gives a more smooth experience.

It's certainly worth a try.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: PCCL on April 27, 2012, 08:32:20 PM
asking from noob's perspective.....

from the experiences of those who have had the game for more than one version, how long does it take usually?

cuz these changes are looking really good atm
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Tarran on April 27, 2012, 09:16:42 PM
I was skeptical of it at first but then I thought this may just be a good thing, will probably force people to rely on either the Esc key or the Space key more which can be a good thing, gives a more smooth experience.
I disagree strongly. Generally, forcing people to do something one way is always bad except when there's very little advantages in what they were doing and it had very serious disadvantages. As it stands, as I mentioned, using tab to exit allows you to check, then exit the screen in a few seconds, so it still has advantages. And I'm certain it has no disadvantages by itself.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Kommodore Krieg on April 28, 2012, 09:43:07 AM
The disadvantage is that it isn't consistent with the rest of the controls.  I don't think using escape or space to exit the map takes any more time than hitting tab does.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Gaizokubanou on April 28, 2012, 10:19:20 AM
What was wrong with tab key closing the map anyway?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: CrashToDesktop on April 28, 2012, 10:29:55 AM
Personally, I though the tab key closing the map was a nice addition.  Meant I could take a quick look at my position and then quickly get back to my route without moving my finger.  It's all about efficiency, baby! ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 28, 2012, 10:34:38 AM
Well, I actually changed it again yesterday. Right now all the shortcuts, including tab, will toggle the current tab - unless you're at a station, in which case they won't.

Not sure whether this will end up being confusing due to the inconsistency, too. Ah, the joys of UI work.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: CrashToDesktop on April 28, 2012, 11:29:33 AM
Well, I actually changed it again yesterday. Right now all the shortcuts, including tab, will toggle the current tab - unless you're at a station, in which case they won't.

Not sure whether this will end up being confusing due to the inconsistency, too. Ah, the joys of UI work.
Umnm...so if you're in the current tab, e.g. the Cargo Tab, and you press I, the tab will go out and back to system travel?  If so, yay! ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Tarran on April 28, 2012, 11:31:54 AM
The disadvantage is that it isn't consistent with the rest of the controls.
But is that actually a problem from the Tab key itself, or is it a problem because of the current layout of keys?

Well, I actually changed it again yesterday. Right now all the shortcuts, including tab, will toggle the current tab - unless you're at a station, in which case they won't.

Not sure whether this will end up being confusing due to the inconsistency, too. Ah, the joys of UI work.
That doesn't sound to bad to me, having two ways to exit things. It's not like it'll kill anybody. Let's give it a try. If three or less people complain about it, chances are it wasn't a bad choice.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: naufrago on April 28, 2012, 11:53:08 AM
<good stuff>

Wow, you really go all out with responding to community feedback. It's responses like the ones you've made in the last couple pages that make me feel comfortable with my decision to buy the game in its alpha state, especially with all the improvements to core gameplay, and all sorts of fun features and convenience things being thrown in. It's like you actually listen to community feedback or something =p (obviously, I don't expect you to go with EVERY suggestion. You seem good about cherry-picking the ones that fit well with what you're trying to create, and aren't afraid to nerf or change things, which is good)

Really looking forward to the next patch now. =3
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Avan on April 28, 2012, 02:30:05 PM
:D
Abandoned storage facility, refit screen firing arcs, and 4-digit ammo counter!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 28, 2012, 02:32:19 PM
:D
Abandoned storage facility, refit screen firing arcs, and 4-digit ammo counter!

Long time no see, avan :D

Yeah, can't wait for the new patch, especially since it dosen't crash anything mod-related ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Preator on April 28, 2012, 03:21:11 PM
SIMULATION MODE  :o
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alrenous on April 28, 2012, 05:03:09 PM
Can you still cheat the fog of war by firing pilums into it?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Gaizokubanou on April 28, 2012, 05:06:57 PM
Ah, the joys of UI work.

Nothing is more under appreciated than good UI.  It's cool that you are even talking to us about your thoughts on UI changes and taking in feedbacks.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Vandala on April 28, 2012, 05:12:39 PM
Well, I actually changed it again yesterday. Right now all the shortcuts, including tab, will toggle the current tab - unless you're at a station, in which case they won't.

Not sure whether this will end up being confusing due to the inconsistency, too. Ah, the joys of UI work.
All according to my plans. *evil grin* Mwha-ha-ha-ha!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Catra on April 28, 2012, 05:24:21 PM
Quote
Missiles no longer "cheat" by being able to acquire targets through fog of war
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alrenous on April 28, 2012, 10:01:40 PM
Ah, thanks. I'd forgotten about it since it was in the previous set.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thana on April 28, 2012, 11:10:15 PM
Nothing is more under appreciated than good UI.  It's cool that you are even talking to us about your thoughts on UI changes and taking in feedbacks.

And you know what they say: the best kind of UI is the kind you never even notice.

It's an unthankful aspect of programming, certainly, but on the other hand it's also crucial to making the software feel right.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 29, 2012, 06:53:55 AM
...It's a beautiful feeling when you look at the changelog and realise how many of those changes and new features you helped suggest, and how many of those fixed bugs you reported or discussed. Hooray for listening to the community  ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: BillyRueben on April 29, 2012, 02:13:17 PM
Not sure why, but I never noticed the increase ballistic speeds. I don't suppose anyone has any idea how much an increase we are talking? Game changing (50-100%)? Slight (10%)?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Catra on April 29, 2012, 02:46:04 PM
the patch is out? where do i dl? D:
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 29, 2012, 02:55:30 PM
the patch is out? where do i dl? D:

Nope, not yet.

<-- Now the Avatar fits the Title.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 29, 2012, 03:00:33 PM
the patch is out? where do i dl? D:

<-- Now the Avatar fits the Title.

???
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on April 29, 2012, 03:09:00 PM
He hit 500 posts, Upgradecap.
It's a ME joke.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 29, 2012, 03:09:46 PM
the patch is out? where do i dl? D:

<-- Now the Avatar fits the Title.

???

http://www.youtube.com/watch?v=GfMe9MBGHsY

*____*

I'm still of the idea that ME3 was a masterpiece.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Dohon on April 30, 2012, 02:53:45 AM
Just read the patch notes for .52 and ... Well, let's say there are reports of excitement in the lower sectors. If you know what I mean.  ;)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: DNAz on April 30, 2012, 06:10:29 AM
the patch is out? where do i dl? D:

<-- Now the Avatar fits the Title.

???

http://www.youtube.com/watch?v=GfMe9MBGHsY

*____*

I'm still of the idea that ME3 was a masterpiece.
The ending ruined it all for me.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 30, 2012, 11:49:00 AM
Tweet: @Uomoz87 Indeed! On to release candidates a bit more testing (hoping for a release tomorrow, barring something unexpected - knock on wood).


Ayeeeee!!! *crosses fingers*
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: icepick37 on April 30, 2012, 11:56:22 AM
Yes. I am doing the girly squeals as you read this. :)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on April 30, 2012, 12:02:11 PM
But... but... I have to get work done tomorrow! Crap!
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 30, 2012, 12:02:35 PM
But... but... I have to get work done tomorrow! Crap!

Work is for the weaks.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: stardidi on April 30, 2012, 12:32:30 PM
seems like tomorrow is gonna e release:
twatter:
   Linux and Mac testing successful.
   @amosolov ooooh, that means windows is done? or that it's not yet... ^_^
   @stardidi Dev is on windows - the Linux/Mac testing is to ferret out OS-specific "surprises".

:D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Etfaks on April 30, 2012, 04:18:49 PM
Seems like tomorrow is a likely date due the twitter status, but I wouldn't get all worked up just yet. Soon TM is such a fickle thing - Diablo 3 has taunted me for far too long, and I'm still worried that it won't release in may :p
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Upgradecap on April 30, 2012, 04:44:24 PM
But Alex Isin't blizzard. If It's a Monday, and he says tomorrow, it dosent mean a Tuesday next year.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Faiter119 on April 30, 2012, 04:55:56 PM
From Alexes twitter: @Uomoz87 Indeed! On to release candidates a bit more testing (hoping for a release tomorrow, barring something unexpected - knock on wood).
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: CrashToDesktop on April 30, 2012, 05:19:59 PM
From Alexes twitter: @Uomoz87 Indeed! On to release candidates a bit more testing (hoping for a release tomorrow, barring something unexpected - knock on wood).
*licks chops*
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: defry on April 30, 2012, 05:24:28 PM
 ;D just pure  ;D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 30, 2012, 05:25:25 PM
Updated patch notes with final smattering of changes.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: CrashToDesktop on April 30, 2012, 05:27:17 PM
Finally, 1000-stack sizes!  That's my favorite part so far. ;D

EDIT:
excuse the language, but:
*** YES!!!! IMPROVED CAMPAIGN FLEET RENDERING!!!
I'm gonna love this game even more... ;)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Uomoz on April 30, 2012, 06:39:11 PM
  • Added option to repair your fleet at non-hostile orbital stations. Still costs supplies, but not credits.

Niceeee :D
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: MidnightSun on April 30, 2012, 07:58:51 PM
These changes sound amazing. I can't wait! Thank goodness I don't have a midterm this week, or I would hold you responsible, Alex ;)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Anysy on April 30, 2012, 08:07:45 PM
Midterms? What? This is finals week..
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Alex on April 30, 2012, 08:38:14 PM
I don't like this analogy, because if I recall, it did not end well for Red Leader :)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Archduke Astro on April 30, 2012, 08:43:53 PM
But... but... I have to get work done tomorrow! Crap!

"Stay on target."

(http://i1098.photobucket.com/albums/g372/mentor_of_arisia/silly%20stuff/red-six.jpg)

From Alexes twitter: @Uomoz87 Indeed! On to release candidates a bit more testing (hoping for a release tomorrow, barring something unexpected - knock on wood).

"Aaaalllllllmost there.....!"

(http://i1098.photobucket.com/albums/g372/mentor_of_arisia/silly%20stuff/almostthere.jpg)

I don't like this analogy, because if I recall, it did not end well for Red Leader :)

Well, I just replaced my dodgy hotlinking with Photobucket goodness, so perhaps the increased reliability will somehow make up for Red Leader's fiery demise. ::)

Regardless, we're all waiting for 0.52 with bated breath. The phrase "eagerly anticipated" is somewhat inadequate. ;)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Vandala on April 30, 2012, 09:04:50 PM
Finally, 1000-stack sizes!  That's my favorite part so far. ;D

EDIT:
excuse the language, but:
*** YES!!!! IMPROVED CAMPAIGN FLEET RENDERING!!!
I'm gonna love this game even more... ;)
You can edit stack sizes already.

Check the file ./data/campaign/resources.csv
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: MidnightSun on April 30, 2012, 09:31:28 PM
Midterms? What? This is finals week..

Bane of the quarter system *shakes fist at all those on the semester system*
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: RawCode on April 30, 2012, 10:19:55 PM
looks like long awaited update on finishline.

any news about API improvements (or less agressive counter decompilation means?)
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: keptin on April 30, 2012, 11:08:27 PM
But Alex Isin't blizzard. If It's a Monday, and he says tomorrow, it dosent mean a Tuesday next year.

https://developer.valvesoftware.com/wiki/Valve_Time  ;D

I hope not
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: RawCode on May 01, 2012, 01:54:14 AM
fractalSW is not valve i hope.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: arcibalde on May 01, 2012, 02:02:53 AM
fractalSW is not valve i hope.

Nop, they can't be, they are just TO FREAKING AWESOME to be any of AAAAAAAAAAAAAA productions.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cp252 on May 01, 2012, 05:17:26 AM
Alex has been resolving every reasonable request on the Suggestion forum again. Awesome~
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: cell on May 01, 2012, 05:20:05 AM
the AI changes are very exciting. i cant wait for this patch. it looks like a lot of work has been put into it. great job.

  • Added an abandoned storage facility in orbit around the sun-scorched world of Covrus I

is this something we can interact with or just visual?
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Psycho Society on May 01, 2012, 05:23:18 AM
It's a storage. You put stuff in it.
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Avan on May 01, 2012, 07:26:52 AM
:D
Abandoned storage facility, refit screen firing arcs, and 4-digit ammo counter!

Long time no see, avan :D

Yeah, can't wait for the new patch, especially since it dosen't crash anything mod-related ;D
YEah, I've been busy for the last month or so. And I'm still currently busy through next week, at the very least >.<
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Hyph_K31 on May 01, 2012, 08:29:01 AM
*hyperventilates*

Medic!

*dies from an overdose of awesome*
Title: Re: Starfarer 0.52a (In Development) - Live Patch Notes
Post by: Thaago on May 01, 2012, 08:49:05 AM
Well, there goes the rest of my day: its out.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 01, 2012, 08:56:43 AM
Well, I just replaced my dodgy hotlinking with Photobucket goodness, so perhaps the increased reliability will somehow make up for Red Leader's fiery demise. ::)

Who knew that even in the grim darkness of the future, hotlinking was still the cause of... wait, sorry, wrong universe.


Yeah, 0.52a is out. Grab it here (http://fractalsoftworks.com/2012/05/01/starfarer-0-52a-release/).
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: SwipertheFox on May 01, 2012, 09:01:22 AM
Well, I just replaced my dodgy hotlinking with Photobucket goodness, so perhaps the increased reliability will somehow make up for Red Leader's fiery demise. ::)

Who knew that even in the grim darkness of the future, hotlinking was still the cause of... wait, sorry, wrong universe.


Yeah, 0.52a is out. Grab it here (http://fractalsoftworks.com/2012/05/01/starfarer-0-52a-release/).



OMG!!!!  52a is out!!!

THANK YOU ALEX!!!

YES! YES! YES! YES! YES!
Must find a way home from work now...  Cough feel 2 day cold approaching!!!
 ;D
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Upgradecap on May 01, 2012, 09:02:52 AM
FUBAR!!!
0.52a is out????

*faints*

EDIT: Will the release overwrite the mods folder, making us download all mods again? :)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: SwipertheFox on May 01, 2012, 09:05:49 AM
FUBAR!!!
0.52a is out????

*faints*

EDIT: Will the release overwrite the mods folder, making us download all mods again? :)

Oh CRAP!!! I didnt even think about all the little changes I have been making / testing....
Is that true???  Do we have to reinstall the mods or can we just change the core and keep the mods???
I am assuming that we can keep the mods folders and just change out the core data.
Ungh!! I hope..   ???
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 01, 2012, 09:06:59 AM
Do we have to reinstall the mods or can we just change the core and keep the mods???

I'd make a copy of the mods folder just to be safe, but in theory the installer should keep it around.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Trylobot on May 01, 2012, 09:10:22 AM
YAY UPDATE
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Upgradecap on May 01, 2012, 09:10:57 AM
Also, you should update your Copyright to 2012, alex.
In the installer and the game, it's still 2011 ;)

Just for security reasons :D
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: SwipertheFox on May 01, 2012, 09:14:19 AM
Do we have to reinstall the mods or can we just change the core and keep the mods???

I'd make a copy of the mods folder just to be safe, but in theory the installer should keep it around.

SWEET!!! Its time for awesome goodness...  WOOOO!!!!
Thanks again alex.  Time for time off work... 
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Catra on May 01, 2012, 09:15:01 AM
Well, I just replaced my dodgy hotlinking with Photobucket goodness, so perhaps the increased reliability will somehow make up for Red Leader's fiery demise. ::)

Who knew that even in the grim darkness of the future, hotlinking was still the cause of... wait, sorry, wrong universe.


Yeah, 0.52a is out. Grab it here (http://fractalsoftworks.com/2012/05/01/starfarer-0-52a-release/).


thank you for releasing this when you did, i was just about to re-watch evangelion, now my sleepless nights is caused by good things, not because of..that :P
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 01, 2012, 09:17:50 AM
Thanks again alex.  Time for time off work... 

Now you're making me feel partly responsible for the downturn in the global economy.

thank you for releasing this when you did, i was just about to re-watch evangelion, now my sleepless nights is caused by good things, not because of..that :P

:)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: SwipertheFox on May 01, 2012, 09:21:02 AM
Thanks again alex.  Time for time off work... 

Now you're making me feel partly responsible for the downturn in the global economy.

No worries my server is off line and my manager is on vacation for a week.
 :-[
I got nothing else goin on...   ;D
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: mendonca on May 01, 2012, 09:42:26 AM
Hurrah!  ;D
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Avan on May 01, 2012, 09:55:21 AM
These releases have an alarming propensity for happening on days/weeks I have lots of things going on >.> lol
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: icepick37 on May 01, 2012, 09:59:36 AM
Yeah I'ma have to wait for the weekend to play probably.  LAME.  :)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: SwipertheFox on May 01, 2012, 10:03:35 AM
Yeah I'ma have to wait for the weekend to play probably.  LAME.  :)

I atleast have to wait until I put my son to bed and deal with the wife before I can get on.  Damn lookin at 11pm EST...
UNGH!!!!  Painful wait time. 
Need sick day with everyone out the house....
 :'(
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Temjin on May 01, 2012, 10:18:03 AM
Not during law school finals!  :-[
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: SwipertheFox on May 01, 2012, 10:22:42 AM
CRAP!!!  Next holiday isnt until the end of the month...
OK may really have to consider takin the sick day.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: keptin on May 01, 2012, 10:28:37 AM
Awesome, just in time for finals.  ;)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: hairrorist on May 01, 2012, 10:32:20 AM
Giggity!

What's next?  Please say officers/character development.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Shoat on May 01, 2012, 10:45:23 AM
Giggity!

What's next?  Please say officers/character development.

Next? Not sure about that.

There's A LOT of versions inbetween 0.53 and 1.00 - the RPG elements of the game (character development and officers) will come somewhere along the way but I think the odds of it coming very soon are not that high, my guess is that there will be a few more patches expanding the currently existant gameplay before we see the first bits of the RPG elements.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Tribula on May 01, 2012, 10:49:29 AM
The music is awesome. I stopped on the main menu for a good few minutes just to take it in. It really suits the feel of the game's back-story. Loving the fact you can run simulations now, too. :)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: theShadow on May 01, 2012, 10:58:22 AM
Will you be releasing a soundtrack? I would definitely pay money for it.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Sarkovar on May 01, 2012, 11:09:08 AM
My face when I opened the forums today.
(http://citythatbreeds.com/blog/wp-content/uploads/2009/08/heman.gif)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 01, 2012, 11:20:45 AM
Will you be releasing a soundtrack? I would definitely pay money for it.

Yes, at some point. Up to Stian (he's the composer) exactly when/what shape that will take. I'm sure he'll be happy to hear your sentiment, though :)


What's next?  Please say officers/character development.

Character development is very likely, but we'll need to take some time to plan things out before I can say with certainty.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: cp252 on May 01, 2012, 11:21:47 AM
...Thank goodness I checked Twitter before walking in front of that bus.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Uomoz on May 01, 2012, 11:23:04 AM
Finally back from UNI. Unchecking every modded content, .52a Vanilla time.

(http://files.sharenator.com/Aww_Yeah_meme_Meme_Faces_s250x196_156976_580_resurrection_s250x196_170614_580_RE_resurrection-s250x196-170626.png)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: hairrorist on May 01, 2012, 11:25:07 AM
ACK!  So now when I buy a new ship it comes without any default weapons... I just *** my game over.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Hyph_K31 on May 01, 2012, 11:51:25 AM
This might seem unrelated but:

MYAA!!
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Tarran on May 01, 2012, 12:17:57 PM
Gosh darn it Alex, you just had to release the new version when I was getting into a new (not Starfarer) game already! ;D

Oh well, no problem, I can take a few more days of absolutely no productivity. :P
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Apophis on May 01, 2012, 12:45:26 PM
I have added "separateRecoilForLinkedBarrels":"TRUE", in the wpn file but doesn't seem to work.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Psiyon on May 01, 2012, 12:49:22 PM
Oh Alex, you so sneaky. But you can't thwart my modding attempts.

Code
	"music":{
...
"music_combat":[
# does not work for now
{"file":"StianStark-Starfarer-Exploration_Alpha.ogg","source":"sounds/music/music.bin"}
...
It totally works.

Now somebody go make a mod that adds epic fight music because I guarantee nobody will like the stuff that I'd put in.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: WarStalkeR on May 01, 2012, 01:16:17 PM
Not only that! You can make play different soundtracks in main menu and campaign randomly by adding multiple files ;D

EDIT:
Now I know why Alex said it doesn't works. Because it doesn't works flawless.
Adding multiple soundtracks to title makes them play, but sometimes one soundtrack shutdown other one and no music played at all.
If you playing campaign, so even after battle, "battle" music continues to play.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: CrashToDesktop on May 01, 2012, 01:17:34 PM
ACK!  So now when I buy a new ship it comes without any default weapons... I just *** my game over.
It's been like that since the last patch, mate. ;D
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Sarkovar on May 01, 2012, 01:30:35 PM
This might seem unrelated but:

MYAA!!
That's never unrelated.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Okim on May 01, 2012, 01:35:50 PM
Sooo. Where is the link? Or do i miss something?
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: CrashToDesktop on May 01, 2012, 01:41:33 PM
Sooo. Where is the link? Or do i miss something?
http://fractalsoftworks.com/blog/
Try looking at the first blog post. ;)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Psiyon on May 01, 2012, 01:50:50 PM
EDIT:
Now I know why Alex said it doesn't works. Because it doesn't works flawless.
Adding multiple soundtracks to title makes them play, but sometimes one soundtrack shutdown other one and no music played at all.
If you playing campaign, so even after battle, "battle" music continues to play.

Aww, you're right. It seemed to work fine for me because I was using the track already in the game.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 01, 2012, 02:00:26 PM
I have added "separateRecoilForLinkedBarrels":"TRUE", in the wpn file but doesn't seem to work.

Ah, sorry! Looking at the code again, it's using this to set the wrong value in the weapon spec. Argh. Fixed in the dev build, but that's not much good to you just now.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Tindahbawx on May 01, 2012, 02:19:33 PM
Great wee game.

Is there any way a noob like me can toggle accidents off while I get a grip on the game. I die too much to be frittering my money away on supply ships.  :-[
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: CrashToDesktop on May 01, 2012, 02:21:40 PM
Great wee game.

Is there any way a noob like me can toggle accidents off while I get a grip on the game. I die too much to be frittering my money away on supply ships.  :-[
Just make sure to jettison any extra cargo (NEVER supplies, you'll need them for the extra cargo) and you're in the green.  But turning of accidents would be nice for all of us to get a grip on it.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Uomoz on May 01, 2012, 02:23:33 PM
Is there any way a noob like me can toggle accidents off while I get a grip on the game. I die too much to be frittering my money away on supply ships.  :-[

The only viable way to disable the incidents without touching the gameplay is adding hard limits. No ty ;)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Tindahbawx on May 01, 2012, 03:13:58 PM
Is there any way a noob like me can toggle accidents off while I get a grip on the game. I die too much to be frittering my money away on supply ships.  :-[

The only viable way to disable the incidents without touching the gameplay is adding hard limits. No ty ;)

I don't think so....the chance of having an accident seems to be directly related to how overloaded you are. 10% overloaded "high" chance, 50% overloaded "extreme" chance....so surely its just based on a simple division value check of how much you're carrying vs how much space you have available, and if the result is over 1 you have a chance of accident.

So there must be a line of code somewhere that you can change the min. overloaded value to 1000 instead of 1, making accidents irrelevant.

I assume in later versions there will be a slider as to how lenient that game allows you to be in terms of overloading. You could have "strict" at 1, "easy" at 2, "super lenient" at 3 and "off" at something silly like 100,000.

Of course i could be completely wrong as to how it calculates your "risk factor", but this seems to be the way it is in game.

Edit: Love the ability to buy stuff directly in the refit screen while docked. Thats awesomely more handy.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Uomoz on May 01, 2012, 03:24:11 PM
Yeah but that way you would "touch" the gameplay. The Incident system is a clever way to put limits to the players, it's a design choice. I don't see a *no limits* slider in the foreseeable future.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Tindahbawx on May 01, 2012, 03:40:12 PM
Yeah but that way you would "touch" the gameplay. The Incident system is a clever way to put limits to the players, it's a design choice. I don't see a *no limits* slider in the foreseeable future.

Mods "touch" the gameplay and you use those, I don't see how you think the ability to toggle accidents is any better or worse than those.

I mean, I could probably grab a ship sprite, and mod in a ship that gives the ability to carry 10 million fuel, 1 million personnel, and a whole planets worth of supplies, add it to the supply convoys and make it cost 1 credit.

Would that be more acceptable to you?
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 01, 2012, 03:50:52 PM
Guys, guys :)

Right now, there's no way to turn off accidents. I don't see making that a toggleable option in the future (it's too much a part of the core game for that), but I do see exposing it to mods.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Uomoz on May 01, 2012, 03:54:13 PM
Guys, guys :)

Right now, there's no way to turn off accidents. I don't see making that a toggleable option in the future (it's too much a part of the core game for that), but I do see exposing it to mods.

This. Just to close the discussion, I play mods *specifically* vanilla balanced. I do like the accidents feature (I'm some sort of hardcore gamer, can't get any fun without some punches in the stomach).
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Thaago on May 01, 2012, 03:55:47 PM
I very much like the accidents because they finally give a reason to be using ships with high cargo capacity - something that the multirole midline ships excel at.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: CrashToDesktop on May 01, 2012, 04:04:55 PM
You know what I just noticed?  Depending on the station you buy a ship from, it has the specific faction tag in front of it (e.g. "HSS" or "TTS").  Now, I'm not sure if that was in the last patch, but it's the little things that count. ;D
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: neonesis on May 01, 2012, 04:43:53 PM
You know what I just noticed?  Depending on the station you buy a ship from, it has the specific faction tag in front of it (e.g. "HSS" or "TTS").  Now, I'm not sure if that was in the last patch, but it's the little things that count. ;D
Also noticed that, and now I find myself looking only for those with "ISS". I'd be ashamed inside if I used anything not being mid-tech :D
(I assume that's the system - HSS Hegemony low-tech; TTS (or something, can't remember) Tri-Tachyon high-tech; ISS Independents mid-tech)

Also, Alex - when I found about the new space station UI, and used it... Man, you made my dreams come true! It's SO MUCH EASIER now to do all the refitting, selling, heck, I can even buy weapons from the BLOODY REFIT SCREEN. As TheSoldier said, it's the little things that count, and I'd be damned if you weren't good at that Alex ;)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: CrashToDesktop on May 01, 2012, 04:47:29 PM
You can still change it in the refit tab, near the bottom-left hand corner.  I just though I had to mention the name, tough. ;)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: neonesis on May 01, 2012, 04:49:40 PM
You can still change it in the refit tab, near the bottom-left hand corner.  I just though I had to mention the name, tough. ;)
Yeah I know that ;) What I also noticed is that when you change fitting of given ship, it changes it's variant to "custom" (unless you name it otherwise), rather than staying as it was before (when you bought/boarded it).
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alrenous on May 01, 2012, 04:55:30 PM
Whelp, now my Paragon has annihilator rockets. Didn't see that coming.

Sabots get shot down and take serious skill to hit the shield. Harpoons also get shot down. Rockets get shot down too, however half the point of annihilators is to block shots, to create a denial field. Yay, four more vents!


As expected, my Onslaught design doesn't do anywhere near as well as it used to. It may keep its harpoons, maybe not - because it can mount pods, it can fire enough that some get through. Hooray more tweaking!



Since I'm posting anyway, I love the flak cannon's aesthetic tweak. It seems like it still has that vivid red, but it's also got a richer variety. Much appreciated, David.

One day I'd like to understand sound design. I like the new ones, but probably just because they're new. This happens to me a lot; I seem to be pretty much indifferent to sounds per se. (Sensitive to novelty, though.) Still, props to Matt(?).

I think it goes without saying, but I'm saying it anyway: love the new burst laser mechanic. Especially now as the best strategy seems to be Middle Road. Mix burst with LR PD. Pure burst runs out against sustained pressure. LR PD can't handle bursts. Combine the two, and....

Overall, my comment is 'wheeee.'



I haven't actually started a new game yet, I've been messing around with simulations on the mission refit screen...  Forlorn Hope is really easy now, though. On my first try I almost didn't take any hull damage.

At this rate it looks like I'll be finding new bits of awesome for quite a while.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Tindahbawx on May 01, 2012, 05:00:50 PM
Hmm, ok, so if we cant turn off accidents, is there some way, in small scale battles, to not get your freighters to come to the battlefield?

Lost 2 so far due to them not retreating fast enough to escape fighters.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Dri on May 01, 2012, 05:11:32 PM
Hmm, ok, so if we cant turn off accidents, is there some way, in small scale battles, to not get your freighters to come to the battlefield?

Lost 2 so far due to them not retreating fast enough to escape fighters.

Hrrrm. I started a new game with this update and simply started cruising around the Hegemony base attacking the many smaller pirate fleets that came by. If I went over cargo limits which was mainly due to too many supplies and weapon salvaging, I simply sold them off. You'll have to make frequent trips to a orbital station early game to sell the excess loot but its no probs. Just concentrate on getting combat vessels early game - don't venture to far from a station and sell the excess loot.

I went 1 Lasher class, made enough money for 1 Enforcer class, then made enough money for a Venture class. Boom, as soon as I got the Venture I never had cargo worries again. The Venture class is GODLY as not only does it have a flight deck it also has massive cargo and its very durable. Once I got the Venture I bought a few fighter wings and now I'm pretty much snowballing to godhood.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 01, 2012, 05:13:10 PM
Also, Alex - when I found about the new space station UI, and used it... Man, you made my dreams come true! It's SO MUCH EASIER now to do all the refitting, selling, heck, I can even buy weapons from the BLOODY REFIT SCREEN. As TheSoldier said, it's the little things that count, and I'd be damned if you weren't good at that Alex ;)

I'd love to take all the credit here, but there was lots of good feedback and ideas in the suggestions forum :)

One day I'd like to understand sound design. I like the new ones, but probably just because they're new. This happens to me a lot; I seem to be pretty much indifferent to sounds per se. (Sensitive to novelty, though.) Still, props to Matt(?).

Stian is working on the sound now, and is working on creating a more cohesive experience between all the sounds and the music. So, you can expect more sound changes down the line.


Hmm, ok, so if we cant turn off accidents, is there some way, in small scale battles, to not get your freighters to come to the battlefield?

Lost 2 so far due to them not retreating fast enough to escape fighters.

No - but hey, if you order them to retreat, then you get to cover their retreat - it's like a mini escort mission! I'm not just trying to be facetious here - it's an added degree of difficulty, sure, but I don't see that as a bad thing.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: icepick37 on May 01, 2012, 05:23:10 PM
also you can dump your freighter in the abandoned station in the early game.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Uomoz on May 01, 2012, 05:25:32 PM
Hmm, ok, so if we cant turn off accidents, is there some way, in small scale battles, to not get your freighters to come to the battlefield?

Lost 2 so far due to them not retreating fast enough to escape fighters.

Order them to retreat immediately as soon as the battle begins.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Choirandvice on May 01, 2012, 05:45:15 PM
No - but hey, if you order them to retreat, then you get to cover their retreat - it's like a mini escort mission! I'm not just trying to be facetious here - it's an added degree of difficulty, sure, but I don't see that as a bad thing.

I would assume that this is a short-term solution - it makes no sense, now that ships can explode if you're carrying too much fuel, that you'd ever risk your freighters in a small engagement that you've initiated. Why wouldn't we just leave the freighters 5 "map lengths" behind the main fleet while engaging those two wings of fighters?

Edit: Also manually retreating every ship detracts from the action enough as it is, I don't know why I'd want to do it for freighters at the start of every combat too.

"Accidents" doesn't seem to add much for me as a player except micromanagement so I'll wait a few more versions before upgrading for the time being I think. Enjoying the prev release very much so far, keep it up guys.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: icepick37 on May 01, 2012, 05:51:45 PM
it's not really micro. You manage a couple variables and trash stuff as needed. Or you could just stop looting stuff you don't need. Not sure why you're so antagonistic about it.

EDIT: I do agree that small engagements are annoying though. I'd not mind at all being able to pick which ships to deploy even in smaller ones. But it's NOT so hard to retreat ships that I'd complain about it.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Choirandvice on May 01, 2012, 05:55:17 PM
it's not really micro. You manage a couple variables and trash stuff as needed. Or you could just stop looting stuff you don't need. Not sure why you're so antagonistic about it.

EDIT: I do agree that small engagements are annoying though. I'd not mind at all being able to pick which ships to deploy even in smaller ones. But it's NOT so hard to retreat ships that I'd complain about it.

Antagonistic? Here to offer opinions, that's all. Isn't that the idea?

Actually reading through the last few pages I can see that this is a touchy subject. I'll try to keep out of it.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Dri on May 01, 2012, 06:00:21 PM
Are you peeps seriously buying ships like that tanker and the Buffalo? Just get 2-3 elite ships in the start and save up till the Venture. Camp near an orbital station to sell off any supplies that get you into a high risk for accidents.

Just as soon as you get 1 Venture you'll be set and never need to worry about cargo limits again really - its all of 30 min till you can save up for the Venture.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 01, 2012, 06:01:03 PM
I would assume that this is a short-term solution - it makes no sense, now that ships can explode if you're carrying too much fuel, that you'd ever risk your freighters in a small engagement that you've initiated. Why wouldn't we just leave the freighters 5 "map lengths" behind the main fleet while engaging those two wings of fighters?

The same technobabble reasons that allow you to actually force an engagement in space probably apply :) Let's say that leaving the freighters alone would leave them vulnerable to the enemy splitting forces and taking them out with impunity, or something else of that nature. Ultimately, you can always come up with explanations that either make sense, or ones that don't. It's entirely up to you which route you choose to go.

Gameplay wise, this is part of the point of smaller battles - they let you see in action ships that would rarely be seen on the battlefield otherwise.

Edit: Also manually retreating every ship detracts from the action enough as it is, I don't know why I'd want to do it for freighters at the start of every combat too.

Not "every" combat - just the smaller ones. I don't find it much trouble, honestly - and lots of freighters can be kitted out to be both survivable and highly useful in small-scale combat. A Light Needler or even a Light AC on a Tarsus, for example, turns it into a half-decent support ship - and stocking up on capacitors lets it survive pretty well.

Or, you can put Augmented Engines on the freighters to make sure they can get away.

Overall, I like how this works out - you're forced to adapt, there's more variety, and the difference between combat and civilian ships isn't so black and white.


"Accidents" doesn't seem to add much for me as a player except micromanagement so I'll wait a few more versions before upgrading for the time being I think. Enjoying the prev release very much so far, keep it up guys.

Your call, of course, but I think you're rather overestimating the amount of management needed to avoid accidents.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Uomoz on May 01, 2012, 06:04:25 PM

Edit: Also manually retreating every ship detracts from the action enough as it is, I don't know why I'd want to do it for freighters at the start of every combat too.

"Accidents" doesn't seem to add much for me as a player except micromanagement so I'll wait a few more versions before upgrading for the time being I think. Enjoying the prev release very much so far, keep it up guys.

Those 2 Direct Orders of Retreat are exactly this: order them to stay 5 "map lenghts" away.

If Accidents are stopping you from upgrading, I fear you won't upgrade much more for the time being though...

I don't see how "soft" limits detracts from the fun though... Well, everyone is free to think in his own fashion :)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Choirandvice on May 01, 2012, 06:13:11 PM
Thanks for the reply Alex, it's good to hear something constructive.

The same technobabble reasons that allow you to actually force an engagement in space probably apply :) Let's say that leaving the freighters alone would leave them vulnerable to the enemy splitting forces and taking them out with impunity, or something else of that nature. Ultimately, you can always come up with explanations that either make sense, or ones that don't. It's entirely up to you which route you choose to go.

This makes sense, and I can see what you're trying to do. I guess in my mind since you can see the composition and location of all fleets in the system and the fleet you're engaging is undoubtedly "in front" of yours, it would make sense to just park your high-risk assets in the back row.

Not "every" combat - just the smaller ones. I don't find it much trouble, honestly - and lots of freighters can be kitted out to be both survivable and highly useful in small-scale combat. A Light Needler or even a Light AC on a Tarsus, for example, turns it into a half-decent support ship - and stocking up on capacitors lets it survive pretty well.

Retreating in its current state gets to me a bit. I might be missing something but there are situations where I can't actually find and click on the fighter group on the map to see whether it's dying because I can't zoom in enough or the camera is being shifty. The player also gets the greatest benefit from pausing and checking more frequently (tab -> check fighter group 1, check fighter group 2, check frigate in that current combat, etc. Fight for a bit, repeat) which seems to put unnecessary halts on the combat (unlike pausing and giving constructive orders, which makes me feel like I'm actually achieving something positive. Keeping in mind that this is currently without carriers and that might dissipate the situation somewhat. I'd rather be able to give my ships orders to retreat if below X% and use an automated interrupt rather than a human-polling system.

Your call, of course, but I think you're rather overestimating the amount of management needed to avoid accidents.

Fair point, and I'll give it a shot, but I can't see it adding fun (for me) so the desire is not there. It's likely that it's around to add challenge to those who are past the point of just trying not to explode, and I'm not quite there yet. :)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: neonesis on May 01, 2012, 06:26:55 PM
Or maybe it's just a simple leftover in our minds - that we didn't have to obey the limits. I for one, tried to obey them in .51a, and it seems to pay now - it's not a problem for me to manage my supplies and cargo, because it feels (and felt before) reasonable. It's a bit tricky when starting new game, but hey, what do you expect to carry with one frigate and maybe a fighter wing ;)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: icepick37 on May 01, 2012, 06:32:19 PM
Antagonistic? Here to offer opinions, that's all. Isn't that the idea?

Haha, hard to find the right word. Not saying you are being mean, just that you are so against the idea. I'll just shutup.  X[
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 01, 2012, 06:47:00 PM
This makes sense, and I can see what you're trying to do. I guess in my mind since you can see the composition and location of all fleets in the system and the fleet you're engaging is undoubtedly "in front" of yours, it would make sense to just park your high-risk assets in the back row.

Yeah, I can see how that might be. But that's not how it works, so there must be some in-fiction reason for it! :)

Retreating in its current state gets to me a bit. I might be missing something but there are situations where I can't actually find and click on the fighter group on the map to see whether it's dying because I can't zoom in enough or the camera is being shifty. The player also gets the greatest benefit from pausing and checking more frequently (tab -> check fighter group 1, check fighter group 2, check frigate in that current combat, etc. Fight for a bit, repeat) which seems to put unnecessary halts on the combat (unlike pausing and giving constructive orders, which makes me feel like I'm actually achieving something positive. Keeping in mind that this is currently without carriers and that might dissipate the situation somewhat. I'd rather be able to give my ships orders to retreat if below X% and use an automated interrupt rather than a human-polling system.

No argument there, it can be fiddly - but it's an entirely different issue. The "retreat freighters at the start of small battle" doesn't suffer from this - since everything is spread out nicely - and takes about as long as picking what to deploy would.

Retreating in its current state gets to me a bit. I might be missing something but there are situations where I can't actually
Fair point, and I'll give it a shot, but I can't see it adding fun (for me) so the desire is not there. It's likely that it's around to add challenge to those who are past the point of just trying not to explode, and I'm not quite there yet. :)

Right, fair enough - though surely, *something* had to be done to enforce limits. I do think you would be missing out on other features that'd make your life easier, though.

Oh, also - didn't realize this was your first post - hi, and welcome to the forum!
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Choirandvice on May 01, 2012, 07:05:26 PM
No argument there, it can be fiddly - but it's an entirely different issue. The "retreat freighters at the start of small battle" doesn't suffer from this - since everything is spread out nicely - and takes about as long as picking what to deploy would.


Good point, I just thought it would be a good time to complain about my fighters dying. The AI is so good that their fleet commander is quite easily the worst pilot in the fleet - at least give them a sense of self-preservation! :)

Right, fair enough - though surely, *something* had to be done to enforce limits. I do think you would be missing out on other features that'd make your life easier, though.

I can appreciate the requirement to enforce the limitation. Honestly I can't think of a better solution anyway.

Also the AI should already be piloting my ship for maximum effectiveness, stop making it better. :)

Oh, also - didn't realize this was your first post - hi, and welcome to the forum!

Hi! Thank you for making EV for the new generation. :) Nah I've only been playing for the last two days and I've had a lot of fun with it.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Thaago on May 01, 2012, 07:52:21 PM
Or maybe it's just a simple leftover in our minds - that we didn't have to obey the limits. I for one, tried to obey them in .51a, and it seems to pay now - it's not a problem for me to manage my supplies and cargo, because it feels (and felt before) reasonable. It's a bit tricky when starting new game, but hey, what do you expect to carry with one frigate and maybe a fighter wing ;)

I'm with Neonesis on this one - I haven't actually experienced any accidents because I always stay reasonably within limits. When I'm small I'm dodging fleets and not really getting much loot. When I'm big pretty much any cruiser has plenty of cargo space. So far I've taken everything in every fight but ~3 and no problems.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: icepick37 on May 01, 2012, 08:39:30 PM
So thought so far: Love the new weapon.  :D

Burst pd is as good as it was in my head when I first saw it, so that's amazing.

Only had one accident, need to try for more.  :)

EDIT: LOVE the abandoned station. And the refit at station. And instant repair at station and for fighters in carrier'd fleets.

Man. So much goodness.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alrenous on May 01, 2012, 09:00:26 PM
Ha, I just realized the station is basically going to be my hangout for elite crew...

Hull damage? Who cares? Nobody important died.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Cryten on May 01, 2012, 09:02:31 PM
Remind me what the procedure for installing a new version is? uninstall over the old version or install over the top?
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Dri on May 01, 2012, 09:11:24 PM
Remind me what the procedure for installing a new version is? uninstall over the old version or install over the top?

Just install over it. The installer will auto-uninstall the old version and then install the new.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: RawCode on May 02, 2012, 12:11:46 AM
you may extract archive directly, all needed data stored in windows registry.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: factotum on May 02, 2012, 12:30:37 AM
I only had a chance to play around for about 20 minutes last night. Is the difficulty level much higher, or is it that I'm a bit rusty from not having played in a while? I mean, I was flying a Lasher and I got owned by a Buffalo Mk II!
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Vandala on May 02, 2012, 01:27:45 AM
I only had a chance to play around for about 20 minutes last night. Is the difficulty level much higher, or is it that I'm a bit rusty from not having played in a while? I mean, I was flying a Lasher and I got owned by a Buffalo Mk II!
I actually find it easier. Weird.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Tribula on May 02, 2012, 01:41:41 AM
I don't know whether this is a bug or not (Hell, it probably isn't), but when I attack an enemy fleet, and a fighter escapes, after chasing it for a little while on the campaign map it just disappears entirely before I can reach it.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alrenous on May 02, 2012, 01:45:00 AM
A lone fighter has zero hangar capacity. It will inevitably have an accident, as it takes up at least 3. Accidents can go up to the loss of a ship. Or wing, in this case.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Okim on May 02, 2012, 01:51:54 AM
I have added "separateRecoilForLinkedBarrels":"TRUE", in the wpn file but doesn't seem to work.

Ah, sorry! Looking at the code again, it's using this to set the wrong value in the weapon spec. Argh. Fixed in the dev build, but that's not much good to you just now.

:(
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: WK on May 02, 2012, 02:12:15 AM
I'm thoroughly impressed with the 0.52a patch! Great work!
I love how the station interface has evolved to allow purchasing/refitting, extremely handy :)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Vandala on May 02, 2012, 02:31:47 AM
A lone fighter has zero hangar capacity. It will inevitably have an accident, as it takes up at least 3. Accidents can go up to the loss of a ship. Or wing, in this case.
Can't be, I'm over my hangar capacity and I'm not getting any chance of accidents.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: neonesis on May 02, 2012, 02:51:45 AM
A lone fighter has zero hangar capacity. It will inevitably have an accident, as it takes up at least 3. Accidents can go up to the loss of a ship. Or wing, in this case.
Can't be, I'm over my hangar capacity and I'm not getting any chance of accidents.
Maybe you are below 50% over your capacity? Try having zero hangar space ;) Then everything above 0 is more than 50%, thus increasing accident risk.

Or maybe it's just how it works, single-fighter fleets just disappear. But I think it's the hangar space.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alrenous on May 02, 2012, 04:06:38 AM
I checked this. Apparently hangar space doesn't have the 50% accident cutoff - you can go much higher, possibly infinitely high.

However, it still cranks up the supply/day cost. Once the supplies are gone, the accidents should start.


Edit: Oh yeah, and fighters have no cargo space either, so they'll get accidents on the supplies...
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Vandala on May 02, 2012, 04:14:25 AM
I checked this. Apparently hangar space doesn't have the 50% accident cutoff - you can go much higher, possibly infinitely high.

However, it still cranks up the supply/day cost. Once the supplies are gone, the accidents should start.
Yup. As soon as your supplies are gone, better head to a station.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: neonesis on May 02, 2012, 04:33:27 AM
I checked this. Apparently hangar space doesn't have the 50% accident cutoff - you can go much higher, possibly infinitely high.

However, it still cranks up the supply/day cost. Once the supplies are gone, the accidents should start.


Edit: Oh yeah, and fighters have no cargo space either, so they'll get accidents on the supplies...
Is it fully intended, or just Alex missing one detail in code?
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alrenous on May 02, 2012, 04:45:59 AM
I realized once I saw it that putting in the 50% limit on hangars would break a lot of the existing campaign fleets. Even if it wasn't intended, it's a good idea.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Upgradecap on May 02, 2012, 04:56:19 AM
Alex, please have dev journals, so that we who are eager to see how you code can do it :)

EDIT: Where Do you specify the faction specific prefixes?
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: factotum on May 02, 2012, 06:34:46 AM
I realized once I saw it that putting in the 50% limit on hangars would break a lot of the existing campaign fleets. Even if it wasn't intended, it's a good idea.

It actually makes sense if you think about it...the fighters are perfectly capable of flying along on their own, after all, so why should you suffer an accident due to not having enough hangar space for them? This is not the case for crew or cargo, needless to say!  ;D
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Kommodore Krieg on May 02, 2012, 07:02:33 AM
No - but hey, if you order them to retreat, then you get to cover their retreat - it's like a mini escort mission! I'm not just trying to be facetious here - it's an added degree of difficulty, sure, but I don't see that as a bad thing.

I would assume that this is a short-term solution - it makes no sense, now that ships can explode if you're carrying too much fuel, that you'd ever risk your freighters in a small engagement that you've initiated. Why wouldn't we just leave the freighters 5 "map lengths" behind the main fleet while engaging those two wings of fighters?

Edit: Also manually retreating every ship detracts from the action enough as it is, I don't know why I'd want to do it for freighters at the start of every combat too.

"Accidents" doesn't seem to add much for me as a player except micromanagement so I'll wait a few more versions before upgrading for the time being I think. Enjoying the prev release very much so far, keep it up guys.

How does it make no sense?  What actually doesn't make sense is when a pirate fleet intercepts your fleet to steal your booty and your freighters, their intended target, magically vanish.  Alternatively, it makes no sense to leave your freighters unguarded while you go on the attack because now they are open to booty plundering from various angles.  It does make sense the way it is, the reason you're arguing otherwise isn't because it doesn't make sense but because you don't like it.

Fair point, and I'll give it a shot, but I can't see it adding fun (for me) so the desire is not there. It's likely that it's around to add challenge to those who are past the point of just trying not to explode, and I'm not quite there yet. :)

It's not really a challenge tbh, all you need to do is look at the large bars and note if any are showing red.  If red, then check accident risk.  If risk level is unacceptable to you, dump some booty or take the chance.  I don't mean to be plundering your booty about all this any more than the pirates already do, but you're being slightly unreasonable.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Trylobot on May 02, 2012, 07:32:40 AM
First change I noticed in 0.52a was the sounds & music: apparently every sound effect, including the boops and beeps for the menu, have all been tweaked to sound more appropriately subtle and pleasant - not even sure how he did this, but after I started paying attention I realized how right the menu sounds now - and the music is awesome. Just need some battle music now! :D
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: cell on May 02, 2012, 07:49:48 AM
yah the music and the new sounds are great. everything in this patch is terrific. thanks for your hard work Alex and everyone else involved. oh and thank you very much for the refresh rate fix, its working perfect!
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Tindahbawx on May 02, 2012, 08:17:42 AM
In regards to accidents, I've noticed so long as I keep my supplies below the cargo capacity limit, I can load as many modules as I please into my cargo hold, and no matter what levels that pushes the cargo capacity too, it wont trigger an accident.

Is that intentional?
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: YAZF on May 02, 2012, 11:06:10 AM
The only accident I've experienced so far was right after I barely escaped from a battle with a huge enemy fleet I didn't mean to engage (I don't quick save as it is only for cowards!). I lost most of my fleet and as I was limping back to base with my 3 small ships left (which were all at less than 20% hp) I had an accident because with the loss of my large ships my cargo was massively over limit. Talk about kicking a guy when he's down.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Arcanos on May 02, 2012, 11:43:09 AM
Why was the fleet capacity cut in half?  :(
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Mandabar on May 02, 2012, 11:58:13 AM
My sweet spot right now is a fleet of about 150. Just below the 150% mark of accidents. Still lots of supply inefficancy, But i can load the cargo up for that.

Just wish I could play good enough to get my fleet that strong w/o editing the cash flow.

God I suck at this except for 1v1 lol.

Oh, and I LOVE the abandoned storage facility. Great for storing my rare boardings so that I can keep my fleet down to just one ship. Also store my loot/vet/elites here as well.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 02, 2012, 12:35:26 PM
I checked this. Apparently hangar space doesn't have the 50% accident cutoff - you can go much higher, possibly infinitely high.
Is it fully intended, or just Alex missing one detail in code?

That's intended. Still want to allow in-system fighter patrols and such - they just won't have much range, as they don't have anywhere to carry supplies, and will be subject to accidents once a couple of days pass (accidents due to no supplies, NOT due being over hangar space).

In regards to accidents, I've noticed so long as I keep my supplies below the cargo capacity limit, I can load as many modules as I please into my cargo hold, and no matter what levels that pushes the cargo capacity too, it wont trigger an accident.

Is that intentional?

You need to be more than 50% over for accidents. Below that, it just costs extra supplies. An accident also won't happen right away - can take up to several days.

yah the music and the new sounds are great. everything in this patch is terrific. thanks for your hard work Alex and everyone else involved. oh and thank you very much for the refresh rate fix, its working perfect!

Excellent, glad that works!

Why was the fleet capacity cut in half?  :(

More in line with what it's ultimately going to be, when skills and such are implemented. Will most likely make it moddable, though.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Mattk50 on May 02, 2012, 02:20:22 PM
right now having burst weapons on your ship really makes the weapon-flux/sec number nearly useless for working things out, though thanks to the sim its much easier to actually test. If you want to continue the trend of awesome UI fixes my suggestion would be to have that number in the refit screen also have a "sustained" value for the flux of burst weapons that regen, similar to how burst weapons now have a sustained dps value.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 02, 2012, 02:43:35 PM
Good call, just did that. Actually did think about that early on, but didn't change it, for whatever reason :)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: arcibalde on May 02, 2012, 03:01:06 PM
Brilliant absolutely brilliant. Few moments ago i change one of my ships to have broadside arc of all weapons and ship use it flawlessly. Brilliant, Alex AI is brilliant :) And now i'm gonna hit the... zzZZZZzzzZZZzzzzZZZZzz
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: CrashToDesktop on May 02, 2012, 03:24:58 PM
Oi, found one mistake in the notes that wasn't in game.  The Brawler getting it's Flux Conduits, eh?  Not too much of a problem, I just wanted to add that. :D
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Temjin on May 02, 2012, 03:44:07 PM
Holy crap do fighter-heavy fleets chew through supplies at a huge rate! Mid-battle repair/refit is EXPENSIVE.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: neonesis on May 02, 2012, 04:26:56 PM
Holy crap do fighter-heavy fleets chew through supplies at a huge rate! Mid-battle repair/refit is EXPENSIVE.
It also seems to me that there is a limited number of supplies available in battle for repair/refit, is that right?
I mean, you can have 300 supplies overall, but only 100 are available in battle.
If Alex could answer :> (man, it's just so good to have your questions answered plain and simple by the dev, never stop that :) )
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 02, 2012, 04:43:38 PM
No, all supplies are available in battle.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: neonesis on May 02, 2012, 04:50:17 PM
No, all supplies are available in battle.
I could swear...

Oh, I get it now, sorry for the fuss - I ran out of supplies in battle, but won it, and salvaged some supplies, so when I checked my cargo status after the battle it simply showed these salvaged supplies!

Another question, how harsh are limits on supplying new ships to space stations when it comes to its hangar space? I mean, how many ships can be in the space station before supply fleets will stop supplying new ships?
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 02, 2012, 05:14:30 PM
Another question, how harsh are limits on supplying new ships to space stations when it comes to its hangar space? I mean, how many ships can be in the space station before supply fleets will stop supplying new ships?

IIRC, 50 ships + wings on station total. It's a bandaid mechanic, expect it to go away/change.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Choirandvice on May 02, 2012, 06:20:23 PM
Having been playing with the new patch, the accident mechanic is not all that intrusive after all. The repair mechanics make the game a lot more fun to play because I don't need to wander around waiting to repair. Well done.

Wrt to my previous complaint, carriers make using fighters far easier but I still think the retreat mechanic could be improved upon.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: factotum on May 03, 2012, 05:20:36 AM
Got a bit further last night--managed to gather a small fleet (currently 2 Lashers, a Hound and a Buffalo Mk II). I'm sure the new AI has improved the survivability of the latter--every time I tried to include one in my fleet before it'd be dead or nearly so after the first fight, whereas mine has survived several engagements so far without a scratch!
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: cp252 on May 03, 2012, 06:57:30 AM
The new FP limits make me feel like the captain of a small mercenary fleet... I'm tempted to name my Hammerhead the Black Star.
Presumably you'll be able to level up and become the captain of a really big fleet with multiple caps. Until then you leave your ships in storage.
Is the abandoned station a band-aid mechanic too? It'd be cool if some systems had abandoned stations with a few bits of supplies which you could claim, and had to arm and stick crew on (I've seen those hardpoints on the station sprite ;) )
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 03, 2012, 10:10:26 AM
The new FP limits make me feel like the captain of a small mercenary fleet... I'm tempted to name my Hammerhead the Black Star.
Presumably you'll be able to level up and become the captain of a really big fleet with multiple caps.

The current fleet point cap is actually rather close to what the maximum will be, with skills. Still enough for a cap ship (or maybe two) with a solid escort. Fits much better into the overall idea that capital ships are rare. As much fun as having a huge fleet is, it also cheapens things, and doesn't fit with the background of the Sector.

Yes, the Corvus system doesn't fit in with the ultimate vision for the sector, either. It's more of a "here's all the content, go for it".


Until then you leave your ships in storage. Is the abandoned station a band-aid mechanic too? It'd be cool if some systems had abandoned stations with a few bits of supplies which you could claim, and had to arm and stick crew on (I've seen those hardpoints on the station sprite ;) )

 :-X
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Tindahbawx on May 03, 2012, 10:30:21 AM
The implementation of accidents seems to be a little odd, now that I've gotten used to it. I can see what you're trying to do, but I don't think its quite accomplished what you intended.

As it stands at the minute, if you're successful, and have a load of cash, accidents simple aren't going to happen to you any more. You'll have a ton of carriers, troop transports and freighters tagging along after your fleet that you can just pick up whatever you please and not have to worry about it. Additionally if your fleet is past a certain size, you no longer even have to risk having to bring your logistics ships to the field of battle, you can simply elect not to deploy them.

Basically past a certain point, accidents cease to be an issue.

However accidents are a severe hindrance at early game, where you only have a ship or two and have to decide whether or not you want to pack in that nice expensive Large launcher you found to sell, or if you want the supplies, to repair the damage your fleet took acquiring your ill gotten gains. Take  too much, and you're going to have an accident, and possibly lose a ton of (at this stage in the game) expensive regular crew. Additionally if you do buy a logistic ship to carry about your gains in, and only have a couple of ships, you will be risking that logistic ship on the field of battle in every single battle you engage in. If it dies, say a bomber wing gets all up in its face, post battle, if you win, you then have to go and dump a load of credits via jettison, in addition to having the cost of losing the logistic ship as well. It puts you back about 20k credits, which is a fair bit of you only had a Destroyer and a Condor for example. Got help you if you were using fighters and there's not enough hangar space post-battle too.

You can obviously avoid this by hugging a station and selling your loot after every fight you're in, and not bothering with the logistics ships early game, but that feels awfully restrictive, especially if, in future, you're adding in the ability to travel to different star systems.

Maybe what you need to consider doing is the add an additional chance of accident from having over a certain number of "logistics" ships in your fleet, so as to apply an accident chance to higher level play too. Say for example that beyond a certain number your fleet is simply getting too crowded whilst in transit between planets and battles and the presumably drunk civilian pilots of your logistics ships run the risk of bumping into each other in a crowded fleet, causing an accident.

Just my thoughts! ;)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Thaago on May 03, 2012, 11:06:05 AM
...

Maybe what you need to consider doing is the add an additional chance of accident from having over a certain number of "logistics" ships in your fleet, so as to apply an accident chance to higher level play too. Say for example that beyond a certain number your fleet is simply getting too crowded whilst in transit between planets and battles and the presumably drunk civilian pilots of your logistics ships run the risk of bumping into each other in a crowded fleet, causing an accident.

Just my thoughts! ;)

I think that what you are describing at the end of your post sounds exactly like the rational behind the FP limits and having accidents above them. Perhaps 100 is too large? Even in.51a I rarely went over 100 as the AI then didn't make large fleet battles at all interesting, at least to me. Many people really enjoy huge battles though, so they would not be happy with less FP.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: enigma74 on May 03, 2012, 11:08:58 AM
Hey I don't know if this is intended, but damaged enemy ships always run away at the start of a battle.  Fighter wings in particular will always retreat if not at full strength.

This means, even if I am faster on the strategic map than a fighter wing, it will simply turn around and flee at the beginning of every battle.  There's no way for me to force them into battle, and even auto-resolve won't kill them.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: icepick37 on May 03, 2012, 11:15:45 AM
Yeah I've seen this too, although I did manage to auto-resolve kill them.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: enigma74 on May 03, 2012, 02:06:29 PM
Another bug:

If you have so many supplies that you are over the cargo limit, you might have something like 200/150 cargo space used.  If you shift-click to sell a portion of those supplies, the cargo space still shows 200/150 cargo space used.  If you then "pick up" the remaining stack of supplies in your fleet inventory and "drop it" again, the supply count is properly updated.

Also, is it just me or is ship capture extremely difficult now?  I feel like the "boardable" rate has been cut to like 25% of what it was in the previous version.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Mattk50 on May 03, 2012, 02:49:29 PM
The tritachyon station still seems bugged, its not getting new ships delivered.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: icepick37 on May 03, 2012, 02:57:53 PM
Also, is it just me or is ship capture extremely difficult now?  I feel like the "boardable" rate has been cut to like 25% of what it was in the previous version.

It was supposed to be.  :)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Catra on May 03, 2012, 03:05:42 PM
The tritachyon station still seems bugged, its not getting new ships delivered.

its fixed, its just got a low chance of delivering ships.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: neonesis on May 03, 2012, 03:06:54 PM
Another bug:

If you have so many supplies that you are over the cargo limit, you might have something like 200/150 cargo space used.  If you shift-click to sell a portion of those supplies, the cargo space still shows 200/150 cargo space used.  If you then "pick up" the remaining stack of supplies in your fleet inventory and "drop it" again, the supply count is properly updated.

Also, is it just me or is ship capture extremely difficult now?  I feel like the "boardable" rate has been cut to like 25% of what it was in the previous version.
Hmm, seems like the bug I reported back at 0.51a? Alex stated it got fixed...

The tritachyon station still seems bugged, its not getting new ships delivered.
It's not anymore, it just delivers them in a rather slow manner.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: icepick37 on May 03, 2012, 04:44:10 PM
I'll just leave this here: http://fractalsoftworks.com/forum/index.php?topic=2512.0
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Gaizokubanou on May 03, 2012, 05:57:56 PM
I hope it's not a placebo but it looks like AI no longer spam shield against kinetic weapon spam.  And hounds no longer retreat endlessly so yay
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: CrashToDesktop on May 03, 2012, 06:36:47 PM
Capital ships are rare Alex?  Try looking at your Hegemony Defense Fleet and your Tr-Tachyon Attack Fleets. ;D Every time one gets destroyed, one comes ten minutes later.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: icepick37 on May 03, 2012, 07:12:30 PM
Capital ships are rare Alex?  Try looking at your Hegemony Defense Fleet and your Tr-Tachyon Attack Fleets. ;D Every time one gets destroyed, one comes ten minutes later.

Well the game would be utterly boring without that in for now.  :)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Mattk50 on May 03, 2012, 07:50:08 PM
They are just there to keep us entertained and challenged, im sure. With the new tiny FP cap taking on that hegemony fleet is certainly challenging...

Also, i'd love if we could get a medium atropos torpedo launcher of some kind
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: armoredcookie on May 03, 2012, 08:19:01 PM
That's available in some weapon mods. But an actual one implemented in vanilla would be nice.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 03, 2012, 10:22:21 PM
Spoiler
The implementation of accidents seems to be a little odd, now that I've gotten used to it. I can see what you're trying to do, but I don't think its quite accomplished what you intended.

As it stands at the minute, if you're successful, and have a load of cash, accidents simple aren't going to happen to you any more. You'll have a ton of carriers, troop transports and freighters tagging along after your fleet that you can just pick up whatever you please and not have to worry about it. Additionally if your fleet is past a certain size, you no longer even have to risk having to bring your logistics ships to the field of battle, you can simply elect not to deploy them.

Basically past a certain point, accidents cease to be an issue.

However accidents are a severe hindrance at early game, where you only have a ship or two and have to decide whether or not you want to pack in that nice expensive Large launcher you found to sell, or if you want the supplies, to repair the damage your fleet took acquiring your ill gotten gains. Take  too much, and you're going to have an accident, and possibly lose a ton of (at this stage in the game) expensive regular crew. Additionally if you do buy a logistic ship to carry about your gains in, and only have a couple of ships, you will be risking that logistic ship on the field of battle in every single battle you engage in. If it dies, say a bomber wing gets all up in its face, post battle, if you win, you then have to go and dump a load of credits via jettison, in addition to having the cost of losing the logistic ship as well. It puts you back about 20k credits, which is a fair bit of you only had a Destroyer and a Condor for example. Got help you if you were using fighters and there's not enough hangar space post-battle too.

You can obviously avoid this by hugging a station and selling your loot after every fight you're in, and not bothering with the logistics ships early game, but that feels awfully restrictive, especially if, in future, you're adding in the ability to travel to different star systems.

Maybe what you need to consider doing is the add an additional chance of accident from having over a certain number of "logistics" ships in your fleet, so as to apply an accident chance to higher level play too. Say for example that beyond a certain number your fleet is simply getting too crowded whilst in transit between planets and battles and the presumably drunk civilian pilots of your logistics ships run the risk of bumping into each other in a crowded fleet, causing an accident.

Just my thoughts! ;)
[close]

I think you're right in that things fall apart a little bit when the player gets their fleet going. But this is the case in more aspects of the game than just accidents - and since what you're seeing now are just snippets of campaign mechanics, without lots of other features that are going to be in place eventually, it's much too early to try to make it into a finely-tuned experience throughout. There'll be rough edges until the game is feature-complete and fine-tuned, and this is one of them at the moment.

Capital ships are rare Alex?  Try looking at your Hegemony Defense Fleet and your Tr-Tachyon Attack Fleets. ;D Every time one gets destroyed, one comes ten minutes later.
Yes, the Corvus system doesn't fit in with the ultimate vision for the sector, either. It's more of a "here's all the content, go for it".

What I'm saying is they *will* be rare. They *are* rare according to the lore.

I hope it's not a placebo but it looks like AI no longer spam shield against kinetic weapon spam.

Definitely not a placebo effect :)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: WK on May 04, 2012, 01:54:04 AM
Will the final game be focused on the fleet or will it be possible to start an empire of your own with facilities/stations?
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Mattk50 on May 04, 2012, 05:29:22 AM
It's not anymore, it just delivers them in a rather slow manner.
This seems right to a degree... my tri-tach station has gotten 3 paragons delivered to it now, no fighter wings, no frigates, no destroyers. Ill keep waiting to see what comes of that, its pretty odd to get paragons and nothing else tho.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: neonesis on May 04, 2012, 06:24:28 AM
It's not anymore, it just delivers them in a rather slow manner.
This seems right to a degree... my tri-tach station has gotten 3 paragons delivered to it now, no fighter wings, no frigates, no destroyers. Ill keep waiting to see what comes of that, its pretty odd to get paragons and nothing else tho.
I also noticed that. Once I got Wasp wing, but that's all. Now Tri-Tachyon station is full of everything but Tri-Tachyon ships. Except one Paragon ;>
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Vandala on May 04, 2012, 06:30:01 AM
I've seen Wasp, dagger, aurora and a paragon being added to the Tri-Tachyon station.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: neonesis on May 04, 2012, 06:47:12 AM
Still, I expect this to be one of the bandaid mechanics, so it's not really a big concern to me ;)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: KDR_11k on May 04, 2012, 12:48:30 PM
Hm, the difference between a Falcon and a Sunder is kinda small considering one is a destroyer and the other a cruiser...
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Temjin on May 04, 2012, 01:53:21 PM
Hm, the difference between a Falcon and a Sunder is kinda small considering one is a destroyer and the other a cruiser...

Well, the Falcon is a Light Cruiser, which puts it much closer to Destroyer than any of the other Cruisers. It's also tougher than the Sunder, IIRC.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Mattk50 on May 04, 2012, 10:02:15 PM
My daggers are still going after enemy wasp wings despite the lack of a PD laser
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: KDR_11k on May 05, 2012, 12:51:22 AM
Hm, the difference between a Falcon and a Sunder is kinda small considering one is a destroyer and the other a cruiser...

Well, the Falcon is a Light Cruiser, which puts it much closer to Destroyer than any of the other Cruisers. It's also tougher than the Sunder, IIRC.

Yeah but the Falcon is more expensive (both in credits and FP) and I'm not sure it even equals the firepower of a Sunder, the Sunder can get 360° PD coverage without gimping its offensive power which makes up for its weaker armor to some degree (also they are about equal in flux and OP and both use very extensive shields). Kinda defeats the point of a light cruiser when you can just buy a destroyer instead.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Anysy on May 05, 2012, 01:06:14 AM
The falcon may yet get some sort of 'ship specific bonus' as mentioned about the omen.. Or possibly just incredibly good 'all around' campaign stats - Good fuel efficiency, cargo/fp, etc. Or just a straight up buff in armaments and stuff. That might be nice. >_>
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: harperrb on May 05, 2012, 04:39:22 AM
something i noticed thats not a bug but a seroius exploit, at least in my opinion. Is that if you store all of you ships in the storage it gives you the message you get when you lose your ship & you get a new ship. some people might say its not that big of deal but you can make a lot of money form this also after a while it would reset me to 2000 cash & i would no longer lose money from doing it.

I found this out as well. Infinite money loop. I just sell all my ships, leave the station, ad infinitum.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Upgradecap on May 05, 2012, 05:01:42 AM
Now where is the "Starfarer 0.53a (In Development) - Live Patch Notes" Topic?

;D
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: icepick37 on May 05, 2012, 07:37:26 AM
well first we'll see some head's down designing. Then we'll get some significant dev changes, THEN we'll see the new thread.  :)  At least if things keep moving the same way as in the past.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: WK on May 05, 2012, 07:45:03 AM
I think we need some way to use fuel in the next patch ;)
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: stardidi on May 05, 2012, 07:59:42 AM
If i could vote (which i can't :( ) i would vote for either inter system or some RPG elements.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Psycho Society on May 05, 2012, 08:39:03 PM
So far Alex has been working on the core gameplay; the combat, the AI. Let's not get ahead of ourselves here. New systems don't provide anything significant if there isn't substantial depth to them. Economy and dynamic interaction between worlds, stations, and outposts need to be set up to provide meaning for what you do in system. Before that happens any other system will just be a cookie cutter copy of Corvus.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: YAZF on May 05, 2012, 09:36:41 PM
So far Alex has been working on the core gameplay; the combat, the AI. Let's not get ahead of ourselves here. New systems don't provide anything significant if there isn't substantial depth to them. Economy and dynamic interaction between worlds, stations, and outposts need to be set up to provide meaning for what you do in system. Before that happens any other system will just be a cookie cutter copy of Corvus.
Don't forget we are currently in just the alpha version of the game. I don't think anything that Alex adds needs to be perfect or super significant. If he just wants to add random stuff and build on it later he's more than welcome too. Now of course that's not how he normally works. He adds something and then tries to tweak it to perfection before moving on. I'm not sure if he does this because it's just what he's comfortable with or if it's because the game is already available to so many people and he feels as if any new feature added must be finished before release. But if he wants to just add some rough draft stuff in there and just release it that will be fine with me. When the game is officially finished I'm sure it'll be great, but until then remember that we are only looking at a work in progress.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: factotum on May 05, 2012, 11:23:44 PM
Capital ships are rare Alex?  Try looking at your Hegemony Defense Fleet and your Tr-Tachyon Attack Fleets.

He specifically said the Corvus system (as it currently stands) is not representative of what the final game will be like. To be honest, I've thought that was the case for a while--even if Tri-Tachyon and Hegemony hate each other, for TT to be constantly sending massive fleets to attack the Hegemony station makes no sense! I suspect the "war" between the two is going to be a lot colder and more subtle in the final game.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Thana on May 05, 2012, 11:53:04 PM
He specifically said the Corvus system (as it currently stands) is not representative of what the final game will be like. To be honest, I've thought that was the case for a while--even if Tri-Tachyon and Hegemony hate each other, for TT to be constantly sending massive fleets to attack the Hegemony station makes no sense! I suspect the "war" between the two is going to be a lot colder and more subtle in the final game.

And let's not forget that I think it will probably be pretty rare for the two to even share a star system.
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Jonlissla on May 06, 2012, 11:52:38 AM
The current fleet point cap is actually rather close to what the maximum will be, with skills. Still enough for a cap ship (or maybe two) with a solid escort. Fits much better into the overall idea that capital ships are rare. As much fun as having a huge fleet is, it also cheapens things, and doesn't fit with the background of the Sector.

Yes, the Corvus system doesn't fit in with the ultimate vision for the sector, either. It's more of a "here's all the content, go for it".

So I guess combat in future versions will be more central towards small skirmishes between frigates and a few destroyers, perhaps the odd cruiser as well? More emphasis on tactical combat than slugging it out with a pair of capital ships, so to speak.

By the way, in which way do you plan to implement trade goods and the like, presuming you are going add a more fleshed out trading system? Will planets or stations have fixed prices, or will it fluctuate depending on supply and demand? If that's the case, what will influence the production of said goods?
Title: Re: Starfarer 0.52a (Released) - Live Patch Notes
Post by: Alex on May 07, 2012, 11:05:39 AM
So I guess combat in future versions will be more central towards small skirmishes between frigates and a few destroyers, perhaps the odd cruiser as well? More emphasis on tactical combat than slugging it out with a pair of capital ships, so to speak.

Well, it's largely a question of making capital ships special, rather than common-place. My thinking is that multiple cap ships in one fleet should be a rare and awe-inducing sight. A single one could be the backbone of an impressive task force.


By the way, in which way do you plan to implement trade goods and the like, presuming you are going add a more fleshed out trading system? Will planets or stations have fixed prices, or will it fluctuate depending on supply and demand? If that's the case, what will influence the production of said goods?

The details are still TBD, but a supply and demand system is likely.
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: Uomoz on May 07, 2012, 11:16:25 AM
The way I interpreted this:

We will fight with BIG numbers of frigs\destroyers\fighters while ships bigger then this will be rarer.

Try filling 100 FP in Lashers\Hounds. xD
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: EnderNerdcore on May 07, 2012, 11:52:10 AM
Would it be possible to add a FP penalty to having more than one Capital-size ship?

For example, 2nd capital requires 50% more FP, 3rd+ require 100% more FP per ship.

You could do the same (just with more allowance room) with Cruisers as well, starting at, say, the 4th or 5th Cruiser.
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: icepick37 on May 07, 2012, 11:56:22 AM
Why is that even needful? There's not much point in restricting the player that way is there? Well I guess we won't know until more of the campaign is out...

Hrm...
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: EnderNerdcore on May 07, 2012, 12:30:56 PM
Why is that even needful? There's not much point in restricting the player that way is there? Well I guess we won't know until more of the campaign is out...

Hrm...
Well, it isn't necessarily, but the discussion was talking about how to encourage larger total numbers of smaller (and less powerful/lower-tech) ships rather than a few huge high-tech ships.
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: icepick37 on May 07, 2012, 12:46:35 PM
Well I think the point is to make them rare in the universe. If you're lucky enough to capture the few you find then more's the better for you.

That was my perception anyway.
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: hairrorist on May 16, 2012, 04:55:19 PM
Some kind of upkeep cost would probably be a better way to limit access to them.
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: Mattk50 on May 16, 2012, 05:26:58 PM
Well I think the point is to make them rare in the universe. If you're lucky enough to capture the few you find then more's the better for you.

That was my perception anyway.

well, with some stuff like the hyperion the AI can easily just spaz out and get itself killed in some ridiculous way. Then you'll never find it again because AI fleets don't use it and i've never seen the tritach station get delivered a Hyperion (or an apogee for that matter).
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: icepick37 on May 16, 2012, 08:01:47 PM
Well don't let the ai pilot it, then, haha. There will be ways to prevent that, and also the ai will continue to improve. But I do understand where you're coming from.

Thing is, hyperion isn't a cap ship, so it won't be as rare. Probably rare, though.
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: mendonca on May 17, 2012, 01:13:01 AM
I really can't wait until availability becomes a major part of the game, for some reason.

At the minute, if the ship or weapon spawns as part of one of the groups, you effectively have an unlimited supply of that thing. Also works conversely, in that e.g. there will only ever be one Hyperion in Corvus.

When we have multiple systems, with a much reduced availability per system but the chance of seeing all sorts of things elsewhere? I just think it will really kick things off in terms of the game balance and the exploration aspect. For the day when we are all fielding a load of Buffalo MkII's, because that's all we can find, and we daren't bring that Tempest / Medusa out of storage because we don't know if / when we will get another one.

I just think it will be really cool.
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: Uomoz on May 17, 2012, 01:25:23 AM
I really can't wait until availability becomes a major part of the game, for some reason.

At the minute, if the ship or weapon spawns as part of one of the groups, you effectively have an unlimited supply of that thing. Also works conversely, in that e.g. there will only ever be one Hyperion in Corvus.

When we have multiple systems, with a much reduced availability per system but the chance of seeing all sorts of things elsewhere? I just think it will really kick things off in terms of the game balance and the exploration aspect. For the day when we are all fielding a load of Buffalo MkII's, because that's all we can find, and we daren't bring that Tempest / Medusa out of storage because we don't know if / when we will get another one.

I just think it will be really cool.

I totally agree with this.
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: Upgradecap on May 17, 2012, 01:28:30 AM
I really can't wait until availability becomes a major part of the game, for some reason.

At the minute, if the ship or weapon spawns as part of one of the groups, you effectively have an unlimited supply of that thing. Also works conversely, in that e.g. there will only ever be one Hyperion in Corvus.

When we have multiple systems, with a much reduced availability per system but the chance of seeing all sorts of things elsewhere? I just think it will really kick things off in terms of the game balance and the exploration aspect. For the day when we are all fielding a load of Buffalo MkII's, because that's all we can find, and we daren't bring that Tempest / Medusa out of storage because we don't know if / when we will get another one.

I just think it will be really cool.

I totally agree with this.

Yeah, same thing :)
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: arcibalde on May 17, 2012, 01:45:32 AM
I really can't wait until availability becomes a major part of the game, for some reason.

At the minute, if the ship or weapon spawns as part of one of the groups, you effectively have an unlimited supply of that thing. Also works conversely, in that e.g. there will only ever be one Hyperion in Corvus.

When we have multiple systems, with a much reduced availability per system but the chance of seeing all sorts of things elsewhere? I just think it will really kick things off in terms of the game balance and the exploration aspect. For the day when we are all fielding a load of Buffalo MkII's, because that's all we can find, and we daren't bring that Tempest / Medusa out of storage because we don't know if / when we will get another one.

I just think it will be really cool.

I totally agree with this.

Yeah, same thing :)
I concur  ;D
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: factotum on May 17, 2012, 04:46:06 AM
I agree also, but I bet there'll be dozens of posts saying "WAAAH why can't I find a Hyperion?" once something like that gets introduced!
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: arcibalde on May 17, 2012, 07:29:02 AM
I agree also, but I bet there'll be dozens of posts saying "WAAAH why can't I find a Hyperion?" once something like that gets introduced!
Then it's up to us to show them why that is a good thing  ;D
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: Upgradecap on May 17, 2012, 07:31:33 AM
I agree also, but I bet there'll be dozens of posts saying "WAAAH why can't I find a Hyperion?" once something like that gets introduced!
Then it's up to us to show them why that is a good thing  ;D

Then there will be more bad things on it than good.

1. It's extremely rare.
2. It got paper-thin armor, can barley withstand fire.
3. The AI sucks at controlling it's shield (Will hopefully be fixed soon)
4. The AI tends to fly it towards a swarm of missiles.
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: KDR_11k on May 17, 2012, 03:11:05 PM
If all I could find was Buffalo Mk2s I'd trade them for hounds or something. BM2s are total jokes.
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: 2_Wycked on May 19, 2012, 08:26:21 AM
It isn't that there are only a few ships, it's that for whatever reason, the mod authors either choose to only have a small selection of their total collection spawn regularly, or just make the odds very low. After playing Omega's mod for about a month, I think I saw maybe a third of the total number of ships available, because of the way the supply fleets stocked the stations. Same thing with Uomoz's, although that one has more vanilla ships available than Omega's, from what I've played.


 I suppose I need to learn how to add-in ships to my fleet via save editing...
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: jacobgr43 on May 20, 2012, 03:52:12 PM
im not sure why but since this update my starfarer is now running at around 20fps instead of my usual 60fps
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: Alex on May 20, 2012, 04:08:45 PM
im not sure why but since this update my starfarer is now running at around 20fps instead of my usual 60fps

Hmm, weird - if anything, it should be running better. Have you rebooted recently? Got anything else running? Made some changes to your system? (New graphics drivers, etc).

Edit: you should probably grab 0.52.1a, btw - this version is out of date.
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: jacobgr43 on May 20, 2012, 11:51:52 PM
I have 0.52.1a and im still having frame rate issues, i haven't made any changes to my system and i haven't got any other programs running.
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: Timasaurus 007 on May 22, 2012, 01:12:09 AM
Nice work guys!
Title: Re: Starfarer 0.52a (Released) - Patch Notes
Post by: Alex on May 25, 2012, 12:30:46 PM
I have 0.52.1a and im still having frame rate issues, i haven't made any changes to my system and i haven't got any other programs running.

This thread might be of help, then:
http://fractalsoftworks.com/forum/index.php?topic=2923.0