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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - cloakdood

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1
General Discussion / Re: A Year of Starsector
« on: March 05, 2013, 10:40:47 AM »
Wow. I did not realize that I have been playing this game for a while.

2
General Discussion / Re: Apogee variants
« on: January 25, 2013, 05:22:38 PM »
I generally run with this configuration:


Pretty much unstoppable. I can take on any fleet thrown at me with just the Apogee. Having at least one frigate makes the job a whole lot easier.

3
I think the long-range advantages of the Tachyon Lance are worth the OP cost.

It's just personal preference, really.

Apogee Video!

4
This is my ship configuration: http://i.imgur.com/ZJtTy.png

I usually just avoid putting missiles on my ships. I find them to be not as cost-effective as other weapons.
I also never use point-defense weapons because the shield can usually take care of things, and I often destroy most of the fighter before they get into weapons range.
My apogee variant deals with flux pretty well, and I rarely need to vent. I usually just hold my fire with my shield up and the flux drains fine.

5
General Discussion / Re: Gentleman, post your screenshots!
« on: March 30, 2012, 11:28:51 AM »
I'll post some of my favorites...
http://i.imgur.com/ygr0G.jpg
http://i.imgur.com/Omth9.jpg
http://i.imgur.com/oehWE.png

As you can see, I love the Apogee : D

6
General Discussion / Re: Rock, Paper, Shotgun
« on: June 23, 2011, 05:44:31 PM »
Though Starfarer is awesome, particularly for its alpha state, I don't think it's ready for a huge buzz. The campaign needs to be in before at least.
I agree. I personally think it would be better to wait for Starfarer to be closer to completion before they give it too much publicity.

7
General Discussion / Re: Ex-Escape Velocity addict looking for a fix
« on: June 20, 2011, 10:05:56 PM »
Hi hamster :p

From what I have seen, the planned "campaign layer" is going to be very much like escale velocity, where you can travel to different systems doing missions, upgrading your ship, etc. only now you will be able to create a whole fleet, and also create stations on planets and other such things.

I am super excited.
Really?

:D

8
General Discussion / Re: Better description of Starfarer?
« on: June 20, 2011, 09:49:38 PM »
Not sure how being able to play with other people turns a game into a "half-baked" SP/MP game.

Because then the dev team has to allocate significant resources and time into providing multiplayer support. Games don't just magically have multiplayer support; it has to be planned from the start and (especially for a smaller teams) it can be very demanding.
It seems to be that people don't *quite* get how much work it is to implement multiplayer. Sure, it may be cool, but it would take a ton of time to implement and test.
In case anyone is wondering, here is why implementing multiplayer is hard:

  • Information about each object (missile, ship, etc...) and their states (trajectory, target, etc...) must be sent to each player connected (Not too bad...)
  • Lag compensation. (Collision detection would be a pain)
  • Packet loss compensation
  • Cheating...

This is way too much for just a couple of programmers to do. Heck, even Halo: Reach with 20+ programmers can't get it perfect.
If they did manage to do that, the campaign would probably be awful.

9
Suggestions / Re: Mini-map
« on: June 20, 2011, 04:59:37 PM »
Adding around an inch of depth to the ribbon, so that ships that were really near would be almost an inch away from the edge, and ships that are really far right up against the edge, would make it much easier to read at a glance, and would also give you some judge of relative speeds and formation, without needing to add anything else to the interface, because then you can see easily if something is getting closer, staying the same, or getting further.
+1

I also find the radar strip hard to read, and would be glad to have this solution implemented.

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