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Messages - Pentakill

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1
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: June 07, 2013, 02:06:49 AM »
Well i'm off to Marines bootcamp Monday morning, guess I shouldn't be too worried though.
At the rate this game is being developed there still won't be more than one star system, outposts, officers, or much else by the time i'm back! In four years.... -_-

But really, much love Alex. This game kicks ass! I look forward to the final product upon my return to civilization.

2
General Discussion / Re: Nearly 2 Month's no Patch Notes
« on: May 17, 2013, 10:43:54 PM »
IMO if Alex can be on the forums answering questions every single day but refuse to show us even a single patch note for going on two months he's not spending his time how he should be.
#annoyedcustomer

3
General Discussion / Is Starfarer still alive and kicking?
« on: May 01, 2013, 01:13:08 AM »
^^? Hope so

4
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 14, 2013, 09:52:11 PM »
@Pentakill: Right; what others have said. I'll just add that I'm very much aware of the dangers of tinkering, and this is most assuredly not that. I appreciate your candor and concern, though.

I appreciate the quick and on-point reply, there's really no substitute for good communication and you, sir, are a master in that respect.

On several other topics:

Missiles: As someone who adores missiles more than most, I find myself on your side of the fence here because when used properly, especially with the right skills, ships, and load-outs, missiles are incredibly effective and devastating. Whether people see this as a small nerf, or perhaps a small buff, i'm not worried missiles will be going anywhere anytime soon.

Frigates: I often start a map with a large fleet of frigates because they are cost efficient, fast, and disposable. Then move into larger ships as the game progresses. As far as this change to frigates it makes them more realistic in my book. As you briefly covered, you can't expect an armada of frigates alone to conquer the universe without large and nearby supply lines.

While these are just the opinions from one of many players, feedback is always helpful and I wanted you to know there is at least one missile lover out there who's okay with the changes.
 

5
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 13, 2013, 08:14:27 PM »
I love that you're making such an effort to polish battles and combat but I feel like you're starting to tinker, not for the better, with something that's already very good.

With each new patch you're adding new combat mechanics and such but each is starting to feel less and less needed, and more like you're nitpicking because you've been looking at the same game for so long.

I suppose what i'm saying is, the combat is very well fleshed out while the rest of the actual game isn't at all. Right now its basically a combat simulator where you can acquire every ship, weapon, and upgrade in under a few hours, test them, then ask "now what?".

If you could take a step back for a month or two like so many of us loving players have between patches you'd see that the combat is beautiful and ready, but it needs the rest of the game.

Obviously you're not in a position to "take a step back for a month or two" but just try to put yourself in the consumers shoes. What we see is the dev "fixing" things that don't need it while putting off what we feel is really integral to making this a game.

I'm worried if your focus isn't renewed soon the development will take vastly more time then needed before it catches a glimpse of a trade system, more than one solar system, real factions, economy, real character progression, ect.

Hopefully you don't take this the wrong way, think of it as an intervention from one of your loving players.
(ps. I feel like a d*ck writing this but i'm just kinda bummed time and time again to see more of the same, changing a good combat system, and very little if any real meat in the patches.)

6
Announcements / Re: Starsector 0.54.1a (Released) Patch Notes
« on: January 30, 2013, 06:30:22 PM »
If you hear nothing than stuff is happening!

Well said, wish we got even a tiny progress report like once every week or two.
Even 5-10 lines of "this is what we're working on" would only take 5 minutes max and would give us lots to discuss :D

7
Announcements / Re: Starsector 0.54.1a (Released) Patch Notes
« on: January 29, 2013, 08:08:05 PM »
Alex it's been a month :(
I need my Starfar...sector fix!

8
I've tried this tactic a ton, it never seems to work. You can scum save like 5+ fights/waiting periods/repeat to kill off crew and they never seem to be low enough to surrender.

Maybe my luck is somehow just terrible but you're time would be better spend watching paint dry then relying on the AI to slowly die off as im not sure it even can :P

9
What the name says.
Tabbing out and in makes the sights disappear. Why is that in the game for any reason or is just an odd bug?
And yes before I get 500 replies saying you can fix it, I know, but why does it exist in the first place??

PS. starting a new game still sucks cause you get a crap ship and have to farm like 10 hounds to get anywhere every single time :P

10
Announcements / Re: Starfarer 0.54a (Released) Patch Notes
« on: November 25, 2012, 07:11:50 PM »
Perhaps in the next update a way to commission ships to be built? :D pretty please Alex, make this Starfaring Captain an even happier camper :)

Actually - this is probably not what you want to hear, but the update that makes significant inroads into the "real" campaign is likely to *not* have all the ships/weapons/etc available in it. It'll take more time to build out the world in such a way that all the content is available without feeling crammed in, the way things are now in the one system.

We'll have to see about the specifics, though.

So what I think you're saying is that we will need to travel multiple systems to acquire the needed blueprints, materials, and possibly stations to make a single ship? And the bigger and more advanced the ship the farther we'll have to go, the more we'll need, ect.?
I'm not sure if you're even close to an answer but i'll ask anyway, any idea what we might see in the first star system? And how many it might take to see larger ships and larger fleets?
And a final question, when we start every game, will we always see low tier Heg ships, then Independents, then Tri, cause I think it would be cool to choose where we start.
For example starting as:
1 a loner in a random location
2 a techy in Tri space
3 a trader in Independent space (if they have their own dedicated star systems)
4 a soldier in Heg space
5 a pirate is pirate space (if they have their own dedicated star systems)

11
Announcements / Re: Starfarer 0.54a (Released) Patch Notes
« on: November 25, 2012, 05:12:50 PM »
I still find myself grumbling every time I crack open another update and still find the Tri-Base barren of good capitals or cruisers.
Where's my Paragon, my Astral, and my Aurora? :(

Seeing them fly around and trying to take them is equally hopeless as the "drop" rate for ships is low enough that trying to pick one out is nigh impossible. I've tried several time to weaken a ship to breaking point to kill the crew off so when it leaves the battle I can capture it with "No Battle Ready Ships" but that's a slow, laborious, and often fruitless solution.

I know I can go into the code and change spawn rates for ships in the bases but i'd much rather see a chance in the game, without having to do it myself. Is the problem that i'm just impatient or have others felt this way too?

Perhaps in the next update a way to commission ships to be built? :D pretty please Alex, make this Starfaring Captain an even happier camper :)

12
Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: October 11, 2012, 12:52:04 PM »
"Log Date 10-11-2012"
"Pentakill, one of the last survivors"
"Low on food and water, all hope is almost lost, why has our god forsaken us, where is the update?!?!"
"We must not give up hope, I hear whispers at night"
"always the same..."
"sooooooon... sooooooooon.."

13
Announcements / Re: Starfarer 0.53.1a (Released) Patch Notes
« on: August 22, 2012, 02:22:30 AM »

I do vaguely remember Alex writing quite a while back that he wanted the acquisition of a new ship to feel like a significant victory in the actual campaign. But I might be taking that out of context, and I can't even find that quote now.

Yeah I remember that too, I just hope he sticks with that to the end and really works to integrate it into the game. :) I wanna WORK in my games! xD

14
Announcements / Re: Starfarer 0.53.1a (Released) Patch Notes
« on: August 22, 2012, 01:32:29 AM »
I'm looking forward to the questing, mining, story aspect more than anything now. And of course the lvling process of the captains. When it's done, when it's ready, no matter how long it takes, I will be so happy :)

I do wonder though, will the skill/level/mastery cap be high? Cause i'd hate for Alex to put in all this work and we all "beat" the game in a few days or hours :P

Cause if its endless and all that and we have a star-map thats covered up with our systems, enough is enough.

So hopefully we'll start out in the middle of a massive star-map, where small time pirates and cargo and mining ships will roam, and getting our first destroyer will actually mean something and not just be like, okay, now to get into my cruiser. Then after we get either a small fleet of fighters, frigates, and destroyers the next couple systems will have cruisers, better weapons, better minerals to mine, more pirates to attack you. And so on and so on till you get far out with huge fleets of pirates, massive mining and fuel barges and big, tanky, groups of "defender types" for the weaponless miners and such.

Then maybe we can go back into the center and start buying some small stations with the wealth we accumulated on the outer rings. And slowly make a name for ourselves, either fighting pirates, being pirates, being traders, miners, or whatever we want.

I just cant stress enough how slow I want the progression to be, because meaningful games that bring you back time and time again are the ones you had feelings for. When you get that first big ship fully outfitted its a "*** YES" moment, when you lose it to an accident its a "oh god no..." moment. Instead of just, well restart! only took 20 min to get my cruiser!

I know im ranting but
TL : DR
I really hope the progression is meaningful and slow and emotion producing.

15
General Discussion / In-game Ship Creator
« on: June 11, 2012, 09:47:52 AM »
I assume plenty of you have played the Bubble Tanks series of flash games, and to those who haven't I say, play them. You will waste sooooo much time. You're welcome.
http://armorgames.com/play/58/bubble-tanks
http://armorgames.com/play/1920/bubble-tanks-2
http://armorgames.com/play/10015/bubble-tanks-3

But the real reason I started this post is because of the ship design aspect that is, to my knowledge, quite unique to BTs. What I propose is a similar ship design system in-game in Starfarer. SF can still remain a single player game but there could be a simple online aspect that lets us share our creations and with some work from Alex, and hopefully a large amount of work from our vibrant crew of sprite makers, modders, and other various helpers, we could make a system that has all the parts of ships of each faction and we could make ships based either on a modular design or completely free system of basically throwing together bits and pieces into our own unique creations.

Now this could work one of several ways but the way I see it, this "ship creation" could be done in stations and would be tiered similar to BTs. You start with only being allowed to have 2 small slot weapons of your choosing, and maybe 5 small hull pieces. Then after either a credit purchase (that scales with the loot your getting off pirates,trading, mining, ect.) or finding ugrades from wrecks, you can increase the size, loadout, color, ect. ect. of your ship.
The other way would be a completely "out of campaign" design that is purely for testing and goofing around.

TL:DR
I propose a system in-game to make, design, and fit ships to our own liking that can either work alongside the campaign or completely separately.

Thanks for reading! Thoughts, comments, critiques all welcome!
PS. I Alex hope Alex Alex Alex reads Alex this Alex. 

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