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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 - BillyRueben

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16
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 23, 2018, 04:09:52 PM »
Just did my own quick test run of the tutorial, and I can see Star's point. I didn't use any skills, made sure to select the normal difficulty, and used Autofit to equip my fleet. I ended up going 2v1 against the pirate fleets. I was piloting the Wolf frigate, and I didn't give any of my ships orders. The fight was a little harder than I expected. Granted, I didn't use any of the knowledge I used during my playthroughs of the game (don't approach a Sunder from the front, use a phase skimmer to get around the Hammerhead and shoot it in the engines, ect.). The tutorial could end a little easier, but then the rest of the game is a little rough at the start for a new player as well. It's kind of a toss up for me.

Personally, I would remove the larger ships from the tutorial fight altogether. Let them fight waves of smaller ships which even a new player should  be able to shoot their way through without optimized strategy, and quantity can stretch the battle out for an epic feel.

I think that is a pretty decent compromise. Introduce the player to a good helping of frigates, so they can get their feet wet. I think it would also be a good idea to have a larger fleet in the system, and tempt the player with a nice bonus if they want to tackle it.


17
Suggestions / Re: Auto-Saving
« on: November 20, 2018, 07:34:04 AM »
Yeah, the save times are a little lengthy, but I would stomach a 45 second loss in playtime ever half hour over the game suddenly crashing and losing an entire session's worth of progress.

18
Suggestions / Auto-Saving
« on: November 19, 2018, 09:42:35 AM »
Forgot one of the downfalls to playing a new version is crashing. Just had a game crash and lost a couple of hours worth of gameplay.

Could we get an optional auto-saving system that would automatically save the game every 15/30/60 minutes?

19
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 16, 2018, 01:08:09 PM »
Can we no longer set a course from the Intel screen?

20
General Discussion / Re: Release When?
« on: November 15, 2018, 11:04:16 AM »
And now is when Alex announces that he hasn't been working on 0.9, but a new mobile game all along. What, do you guys not have phones?

21
Suggestions / Re: Hull/Armor and CR Widget
« on: November 15, 2018, 08:12:35 AM »
Mhh. A problem about that idea is that it would cut out the feedback when something does happen to a civilian ship, e.g. when it gets hit by hyperspace lightning. Maybe the contributions to the stat could be weighted, with military ships counting double or triple? They you'd still see the number drop a bit if a civilian ship gets hit in a storm.

True, but what would change if one of your civilian ships did get hit with a hull, armor, or CR degradation? Would you change course? Not fight a nearby fleet? Usually, I just shrug and think "Bummer, but I'm going to keep going". If a combat ship takes a hit, then my tactical choices are adjusted.

22
Suggestions / Hull/Armor and CR Widget
« on: November 15, 2018, 07:35:58 AM »
A (hopefully) simple suggestion: Can we change the widget readings to be a little more useful/readable?

As of right now, I'm pretty sure the widget sums up the averages of the hull, armor, and CR for the entire fleet. That isn't as useful as if the widget only showed the average hull, armor, and CR for only the combat ships. When I'm fresh out of combat and there are more fleets nearby, I don't really care about the status of my cargo ships, since they are still at max (or if I just retreated, I'm still running away anyway). I've tried to use the widget to judge my status at a quick glace a few times, but then I'm surprised when I hit a combat situation and my combat ships aren't really ready like the widget made it seem.

Bonus suggestion: Could the color of the average CR bar on the widget reflect the status of the lowest ship in the fleet? For example, if I have a combat ship that is below 20%, the bar would be red, regardless of the total average, just to show that I do have a combat ship that isn't really combat capable yet.

23
Discussions / Re: First Game W Adult Relationship Subplot
« on: November 02, 2018, 02:08:45 PM »
...life never stops being highschool nonsense apparently...
...has the added benefit of *** you off personally...

Proving your own point I see.


But back on topic:
I don't see this as a portrayal of an adult relationship in any way. It's more of a fan-fiction power fantasy, where the player can choose if a relationship that they aren't involved in succeeds or fails, when in reality it is the choices and feelings of those within the relationship that have the real impact on the success or failure of that relationship.

24
General Discussion / Re: Terrible Game
« on: July 22, 2018, 12:41:54 PM »
I'm pretty sure you can check that thread which is thematically very similar and that has tips for Starsector that would probably help you as well... I mean, more than just the first post.

Awwww, does that mean we can't turn this in to a three page thread defending the game and/or telling the OP to git gud? Bummer.

25
My point being that the game could have been released as a v1.0, and most would have been satisfied with the price and wouldn't have batted an eye. My point being that people who feel that they are entitled to harass someone who has been pouring his heart and soul in to a game for what others in his same place would have charged significantly more for is asinine, and I really hate seeing it.

26
I'm honestly shocked that the v1.0 stamp wasn't put on the game years ago, and everything we are getting now would be paid expansions. The game has had a complete gameplay loop for a few years now.

27
Suggestions / Re: Skill idea to boost combat aptitude
« on: July 11, 2018, 06:24:28 AM »
I'd rather see combat skills that are a lot more interesting. Right now, you have a bunch of skills that seem to simply offer % bonuses, and only half the combat skills offer that nice "game changer" at level three. And if it is a pain in the ass to code AI to take advantage of such game-changers, have skills that affect the player and officers differently. Maybe even have special weaponry available at specific levels of combat skills.

28
Maybe a thing that you can do already is create a game page so people can follow and add it to their wishlists, but not buy it.

Please don't do that. We'd see this "When is release?" thread x10 as often.

29
Oh, fun, it's this thread again.... You could write a research paper on the timing and content of these threads.

Suspected reason for timing of OP's posting:    Recent blog post about UI isn't very "sexy", and is annoyed that is what is being worked on instead of something else.
Content of OP's post:                                         Unusually light in content, but it is essentially the same.
Follow up comments by other people:               Exactly the same as previous threads. I do applaud the restraint though.
Follow up by Alex:                                              Could almost be a copy/paste from previous threads. In fact, I think it would be funny if it was.
Follow up by some smartass:                             You're reading it.

And there you have it. I'll take my "A" please.

30
Suggestions / Re: Time buffer for switching between music tracks
« on: June 14, 2017, 07:02:53 PM »
And could we please get some in-combat music? I know there was that situational awareness argument, but I just don't agree with it. If I can hear footsteps & jetpacks in Titanfall over the music track, I can hear everything in this game.

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