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Messages - Archduke Astro

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Suggestions / Re: Random battle options
« on: June 28, 2011, 04:21:55 PM »
I feel similarly, Jack. I want to have full player control over those parameters for making a random battle.

Modding / Re: Question, regarding Weapon Render Order
« on: June 25, 2011, 09:52:21 PM »
The ammo indicators dont show for values over 999 :(
Alex, would you expand that ammo indicator from 3 to 4 digits in a later build, please? Thanks.

Suggestions / Re: Boost
« on: June 25, 2011, 02:20:25 AM »

I'll choose Tactical Mini-Warp for $1100, Alex.

Suggestions / Re: Shield types
« on: June 25, 2011, 02:13:34 AM »
Yep, these kinds of things would be perfect for ship hull modifications (taken as part of outfitting your ship).
A super idea, Alex; I'll drink to that.

Suggestions / Re: Sensors, stealth and recon missions.
« on: June 25, 2011, 02:10:53 AM »
[-chuckle-] I love what that implies.

Backtracking to the issue of sensors & detection, some kind of range-based tactical intelligence system would be nice for certain situations. The longer you have an unknown unit, or the closer you get to it, or both -- the more you learn about it. That could be useful for some kind of future stellar map-updating / resource prospecting / artifact-hunting missions where combat is not the first priority.

Suggestions / Re: Map, and Space Terrains.
« on: June 25, 2011, 02:03:55 AM »
A different varient of a nebula which puts a strain on flux would be cool.  A hazard which only the brave would journey through.
I intended to make a similar but not identical suggestion. While nebulas should included that feature which impairs flux dissipation (among other perils), we could have additional types of space terrain which also cause that effect. Make of them what you will: heat zone, radiation field, meteor storm, stellar flares, etc.; no reason why each shouldn't also have other degrading (and variable?) effects on combat performance as well.

Some variety of terrain that degrades weapons tracking (a natural source of ECM), or the flight endurance / self-guidance of seeking weapons, would also add originality and tension to a battle. Combine one or more of those effects with the one which impairs flux venting, and both sides could be in serious trouble even before the first shot is fired. Once you add some ship or fixed installation that must be rescued or attacked within such an area, you've got yourself one exciting and unpredictable situation; where staying "out of the soup" is not an option.

Suggestions / Re: Modding - Adding Planets
« on: June 25, 2011, 01:47:21 AM »
Allow mods to add new planets without replacing the planet data, by perhaps incorporating a *.csv file, like with missions; that way mods can define and add new planet types and have no conflicts
For my part, I'd say that should be a fundamental feature.

Suggestions / Re: Supplies.
« on: June 25, 2011, 01:43:44 AM »
Keeping the supplies as concrete entities that can be destroyed and must be defended? Yes! And not just doing so at a planetary surface or orbital base, but also the time-honored staple of naval wargaming: the convoy raid.

Suggestions / Re: Scripted events
« on: June 25, 2011, 01:39:02 AM »
Yeah, it's hardcoded. There's a notion of triggers which will likely become mod-accessible eventually, but right now they're too half-baked for that.

Taking a step back, I can certainly see a much more involved mission system for Starfarer, with groups of missions being organized into "tours of duty", with ship/item/character persistence across those, etc. However, that's tangential to the direction of the game overall - it seems more important to forge ahead with the real campaign, rather than to keep adding features to missions. Those kinds of things would be nice to have later, but for now missions are a representation of the kind of battles that would take place in the campaign, and not the more elaborate scripted affairs.
As long as the modder/player eventually receives full freedom when designing his own missions to plan & execute all manner of scripted events (delayed deployments, etc.) plus timers & triggers for same, I'm happy with the status quo while I wait for the above.

Suggestions / Re: Mini-map
« on: June 25, 2011, 01:25:03 AM »
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.

I also find the radar strip hard to read, and would be glad to have this solution implemented.
Another vote in favor of the proposal. With more than a small number of units at various offscreen distances but along the same narrow heading relative to you, the radar ribbon becomes cluttered enough as to be nearly useless. Not good.

Another advantage of the proposed fix is that it does eliminate the need for an onscreen minimap. Extending the ribbon's thickness slightly inwards from all screen borders (& separating the blips distance-wise as detailed previously) while also keeping a corner free of a minimap parked there would be the best of both worlds.

Suggestions / Re: Game Speed Slider
« on: June 25, 2011, 01:13:22 AM »
Keep it simple and just have a speed bar in the options menu - the setting would affect everything. You could even hookup some hotkeys to increase / decrease the speed, so that you could speed up the game if you were say... traveling a long distance in a slow ship.
I strongly second this proposal. The absence of a game-speed toggle is not just tarnishing my enjoyment; it's downright maddening. Please implement this! :) Oh, and be sure that the range-of-effect is plenty generous to both extremes: for those who like things extra-quick as well as those (like me) who often want it extra-slow. Thanks.

Suggestions / Re: Modding - Adding Sound FX
« on: June 25, 2011, 01:06:38 AM »
I submit that player moddability of sound should also extend to the ability to add a different background music theme for each mission, as well as BGM for the Warroom. Space combat without music is just not worth winning! :) Thanks for your consideration.

General Discussion / Re: Preorders and Sales
« on: June 13, 2011, 01:58:37 PM »
From what I can see, word of mouth is responsible for the majority of preorders so far. I think that means a lot of people playing are inclined to like Starfarer in the first place, and thus look past some of its present shortcomings (and more likely to partake in modding), both of which are great :)

Thank you all for spreading the word!
That's how I was first made aware of Starfarer. Me and a friend are both involved in deep modding of Gratuitous Space Battles over the long term, and he happened to mention this game to me. GSB's official development at this late date is now nearly zero. While I still get some enjoyment from the game, the number of things left undone in the codebase but also permanently out of reach of all modders is too high for my liking. I'm definitely predisposed to find your new game to be a good fit for my own interests & requirements; doubly so for the very young modding scene that's just getting off of the launch-pad here.

One of those 1150-ish preorders was mine last night. I'm glad to be on-board.  ;)

General Discussion / Re: Preorders and Sales
« on: June 12, 2011, 04:57:23 PM »
Given the way the game is set up, and the types of resources it uses, with enough attention, you could get a pretty robust modding community.
Avan is right. That is precisely what sparked my interest enough to come here and check out the buzz. I just joined the forums late last night.

I'm a very strongly mod-centric player and to me, customizability is the lifeblood of a game. I'm far less concerned with scores or tournaments or bragging rights than I am with how modder-friendly a game is, how much replay value it has and how smoothly the player experience flows (no grinding or pointless unlockables, please). I need a game where the player has as much control as possible over the back-end of the game experience, as I'm constantly creating new content or tweaking existing content. The fact that my interests run deeply & strongly in the groove of tactical & strategic space combat pretty much made it inevitable that I'd eventually discover Alex's fascinating new game.

Hail Starfarer! Long may the preorders grow. :)

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