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Messages - Andy H.K.

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31
This gives me an idea..... What if we can save the battle into replays just like those RTS games? We would then be able to watch the battle in whatever speed we like without affecting the actual gameplay.

32
General Discussion / Re: Completely Empty System With No Fuel
« on: March 20, 2016, 07:33:53 AM »
I think a campaign tutorial is in order.

33
Suggestions / "Full Stop" control in Campaign
« on: March 01, 2016, 03:51:17 AM »
In the campaign map, we have terrains that aid hiding when the fleet stop within it. As I play the hide-and-seek game, I think this part of gameplay could benefit from having a "full stop" button which stop your ship right there, right now. It's faster, and less awkward than clicking "somewhere close" to stop the fleet, which usually slide a bit before actually stopping.

It can even double as an "enter orbit" button, it the fleet could be made to transit from moving to orbiting motion smoothly.

34
General Discussion / Re: I really want to ***** the AI
« on: October 14, 2015, 08:32:01 AM »
afaik the AI is pretty "conservative". It tends to prefer safety than be risky.

In Alex's own words, He'd rather the AI not do the dumb things than trying to do "smart" things and fail.

Do check out this old blog post.

35
Blog Posts / Re: Terrain
« on: May 26, 2015, 06:48:12 AM »
In fact the first thing I think of when I read the "nebula" part of the blog post is an ability that "drop a nebula" on an enemy fleet - as in temporarily creating burn speed-affecting terrain around it. A proper interdictor.

36
Blog Posts / Re: Terrain
« on: May 23, 2015, 10:39:04 AM »
Reading these blog posts is almost as exciting as playing the game itself.

37
Discussions / Re: IF there was boarding / ground combat in this game.
« on: December 18, 2014, 03:58:52 AM »
How exciting to find so many infantry/Subspace veterans here! I mustn't played both for years. Too bad Infantry went subscribe to play at one point and I was too young to have a credit card.

There was indeed a "fleet zone" in Infantry, but before that they also had a spaceship game called "Cosmic Rift" which is much more Subspace-like. So much was had in the "Rogue Trader" Zone.... the fleet zone must had draw so many players away from CR the game pretty much died afterwards.

Weird physics? I don't really understand which part of the game's physics is "weird" actually... Maybe it's just the fact that the viewpoint isn't top-down but goes a little bit isometric...

38
General Discussion / Re: Autosave?
« on: December 07, 2014, 05:11:35 PM »
In iron mode I would have love the game behaving like Mount & Blade's "Realism" mode where it autosave whenever anything remarkable happen.

(I'm fairly sure it doesn't, as it's possible to save-scum by killing it via task manager.)
It autosaves when a battle end or when you leave a town, hence "remarkable thing" happen. But since people are THAT desperate, I surrender. :'(

39
General Discussion / Re: Autosave?
« on: December 07, 2014, 07:21:01 AM »
In iron mode I would have love the game behaving like Mount & Blade's "Realism" mode where it autosave whenever anything remarkable happen.

For non-iron mode, one possible solution would be to create a separate "autosave" slot so as not to override the player's manual save.

40
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 04, 2014, 08:31:15 PM »
Overall interesting change. I think Alex made a bold move here, but since the game is still in Alpha I believe we can afford to take some risks and do some experiment here.

The way I see it, limited ammo count should be implemented for strike weapons (High damage per shot, long cooldown). I like the change for salamander and the fire support missiles, because these aren't weapons where "every shots count". I would agree with having unlimited ballistic ammo for the same reason, though I seems to foresee low tech ship becoming favor of the patch, with higher burst damage capability (ballistic = specialised damage) and longevity (slower CR degradation).

I would had suggest ballistic weapon becoming "cast from CR", seeing that low-tech ships would have a larger CR pool.... so you either pick short term burst or endurance. However, I like the clip idea too, from a balance and "feel" aspect.

Beam changes feel alright, I myself would love to see the community crying "beam imba" someday  :D

Can't wait to play the new patch. We can theorycraft here all day but it's how things work in practice that count.

41
Suggestions / Re: The white screen explosions are annoying
« on: December 03, 2014, 07:37:30 AM »
I like the big explosions, though the glare can interfere with gameplay at times.

What I'd like to like is some kind of "blast filter" mode, where the glare is reduced, with some kind of color shift to indicate its use. I think any space-faring captain would have a pair of those protecting goggles ready.

It would look something like this:

Before
Spoiler
[close]
After
Spoiler
[close]

Actually it's more important for the CIC mode, it also look nicer

Before
Spoiler
[close]
After
Spoiler
[close]

42
Suggestions / Re: Missile empty-fuel explosions
« on: December 03, 2014, 06:32:38 AM »
I believe the damage of missiles that run out of fuel is degrading as it fade out already.

43
Suggestions / Re: Some keyboard layout suggestions
« on: November 22, 2014, 07:46:11 AM »
1) Assign F1-F5 as "toggle autofire for weapon group". That function does not have a standard at the moment, which is, I believe, the reason that many don't know about it or use it. While the F-keys are not perfect, they are workable, and they at least make you aware that the autofire toggle exists. You can still assign specific groups to more convenient keys (mouse 3) afterwards. I just think that this function enhances the playability of many ship tremendously, and it's a waste that many don't know about it.
Agree wholeheartedly. That's also what I've been using. While there's also Ctrl+number key, I just find pressing a single key to be more manageable.

I assigned quick save (which was at F5) to F8, there's a gap between F8 and F9 so I'm not worried about pressing load instead of save.

Now F1 is currently used as help during the campaign, and can't be assigned twice, although there is actually no conflict. During combat F1 has no function, after all. Either make double assignment possible, or change help to the key left of 1 (~ on the US layout, I believe). That would have the further advantage that, if you implement this (which I'd like very much):

Are you talking about the "expand tooltip" function? because I can surely assign that function in two different keys.

I usually just assign it to Alt key, to keep it close to WASD - easily reachable with my thumb.

2) Assign the "toggle weapon arcs" function to F12, just next to the F11 toggle for the other parts of the UI. (I'm not sure where it's on the US layout, but for me its on the key left to the 1, all the way over the keyboard).

I suppose there's combat application for that function and hence kept close to WASD....

44
General Discussion / Re: HELP
« on: November 19, 2014, 11:04:53 PM »
ok guys how do i unpiss off the independent
At what standing level are you with them? Killing pirates where they posted a bounty should do the trick.

45
General Discussion / Re: A smuggler's "guide"
« on: November 17, 2014, 10:13:34 PM »
Quote
You can buy ore from New Maxios or Port Tse for $7 or $8 each (Or $1 from Barad, but the distance mean supply/fuel consumption is something to consider)
Corvus is about 5.7 lightyears from Magec. It's something to consider if you're thinking about making the run, as it will likely take you about 3 days in hyperspace and cost you at least 240 credits worth of fuel (I don't think I've ever seen fuel costs drop below about 40 credits per unit, and it's only around that cost that the fuel costs are down around 240 credits per Hound) for each leg of the trip if using a single Hound. If you're only carrying 60 cargo units of ore, then buying at Barad for 1 credit per unit and selling at Kanta's Den for 100 credits per unit will only net you 540 credits more per load than buying somewhere in system at 10 credits and selling at Kanta's Den for 100 credits, and that difference becomes smaller if some in-system supplier sells ore more cheaply (which is normal; if one of the in-system markets has ore for 5 credits per unit, the difference is only 240 credits per load of 60 ore, and that would put the Barad-Kanta's Den trade route out of the question, as the difference only covers the fuel costs for a one-way trip and only if the fuel prices are very low). Round-trip fuel costs for the Barad-Kanta's Den route will eat up most of that difference even at 40 credits per unit of fuel, and the supply costs will eat most of the rest.

Overall, I suspect that the Barad-Kanta's Den trade route just isn't worthwhile unless it's on your way. I don't really know how long it takes to get from Kanta's Den to Port Tse, New Maxios, or Tibicena (especially since they are not separated by a constant distance), but I'm sure you can probably make at least two or three runs from any of those worlds in the time it takes you to make a single run from Barad; even if you can only make one and a half runs in the time it takes to make a single run from Barad, it still puts the Barad route way behind, as three in-system runs where you sell 60 ore for 90 credits more than you purchased it for will net you 4320 credits more than two runs where you sell 60 ore for 99 credits more than you bought it for, even before you account for the fuel and supply costs. If the ore prices at Kanta's Den are less than 100 credits per unit, the Barad route gets less attractive; if ore prices are higher than 100 credits per unit, the Barad route might be more attractive, but because the trip takes more time you run a greater risk of losing the event prices, and I don't know that the marginally greater profit before operating costs is really worth it.
In an ideal case scenario, you would be making round trips between Barad (buy ore) and Abandoned Station (deposit ore) when ore price is low - Actually I think you can afford to use a larger fleet to do so since even with 500 ore, it costs only 500 credits, not exactly big enough amount to catch attention (I believe trade volume in credits transacted is more important then the amount of commodity). After you clear out Barad of any ore, you transport everything with big freighters to Magec (legal goods here so you can even use Atlas). When you reach Magec you store your freighters and ore in a rented storage of your choice, and start doing round trips between your storage world and Kanta's Dens when the trade disruption event hit.

Of course, you also need to take the operating cost of the freighter fleet into account (supplies, fuels, possible tolls etc.). Unless you really have a lot of goods, this kind of trade is not worth it. Even then, in this case the in-system trade routes are good enough.

The reason I suggest single Hound round trip is for discretion reason - given 600 ores, it is less noticeable to other factions if you sell it 50 pieces in 12 trips than selling them all at once in 1 trips. Time is an important diluting factor to mitigate the negative impact on reputation - in Magec you have both Independent and Tri-Tachyon to deal with.

Sometimes you get better price in Tibicena IIRC, however since it's located on outer ring I usually just go to New Maxios or Port Tse since they're usually closer to Kanta's Den.


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