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Messages - Thana

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271
It is awesome to know that the only thing that really bothered me about the game was already fixed in the Development version before I even asked about it.  Great job Alex!  :)

Have you read the developer blog for the game? It constantly impresses me with its clarity of vision and ability to weigh the relative merits of different design alternatives with each other. Even more than the alpha version I've gotten to play, the blog makes me confident that this game is going to absolutely rock when finished.

272
General Discussion / Re: Preorders and Sales
« on: October 06, 2011, 04:01:38 AM »
That's really interesting information. It's neat to get a little insight into what prompts sales.

Not surprising that the release of new versions causes the biggest spikes, though.

273
Modding / Re: Adding custom ships
« on: October 01, 2011, 10:56:53 PM »
Wanna see a real chrismas tree ship?

http://xelerus.de/index.php?s=mod&id=615  :D

I was expecting the link to be picture of the First One vessel in Babylon 5 that fans dubbed "the Christmas tree monster".

274
Announcements / Re: Blog Posts
« on: September 29, 2011, 11:53:08 PM »
While I do wish the custom battles get implemented eventually, you do make a fine case for starting to implement the campaign first. In fact, your blogposts are one of the biggest reasons I have that I'm entirely confident in this game - they have consistently shown to be thoughtful, to the point and able to make good arguments for whatever course the design takes. I'm sorry the next release will take longer, of course, but on the other hand I'm even more eager to start playing around with the campaign than I am to start playing with custom battles.  ;D

275
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: September 28, 2011, 11:56:15 PM »
Okay, this looks promising!

276
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: September 27, 2011, 11:17:00 PM »
I'll have to try this!

No time for it today, however, but I'll get back to you on this.

277
General Discussion / Re: Learning Wall
« on: September 25, 2011, 11:43:35 PM »
I read the manual, took your advice, and had another go and did much better now, at least on the medium missions.  The hard ones, aside from Sinking the Bis'mar, have proven too daunting for me thus far, heh.  I had a go driving one of the assault frigates (once they, ahem, kind of blew up my command ship) and it moved at a top speed of about 30.  Boy, did I regret that move!  I also tried the Dominator-class in Predator or Prey, but hated the movement speed on it.  I tried to capture the buoys as it suggested, but failed to take and hold them.

Note also that ships whose shields are off (and flux at zero as well, I think) move faster, so that's another way to increase your ship's speed. Especially important for the big, slow ships where it can close to double their movement speed.

278
General Discussion / Re: Preorders and Sales
« on: September 25, 2011, 12:07:16 AM »
Found out about this one tonight and pre-ordered after doing a tad bit of research.  I love the fact that people are making these types of games again.  It's so refreshing.  I look forward to playing and spreading the word.  Best wishes!

Welcome to the club of eagerly-awaiters!

279
General Discussion / Re: Learning Wall
« on: September 18, 2011, 12:15:06 PM »
That said, I'd love to introduce some progression elements in the next build - just not settled entirely on how to do that yet.

At its simplest, that might be nothing more than a few new battles with a smaller number of ships, possibly lighter ones. That's not "real" progression of course, but it would give players the means to get aquainted with the game a little at a time. Of course, custom battles which are supposed to be in offer that option as well, but then the players will still need to know what to pick to create a battle that's not too one-sided.

Hey, here's a thought - maybe there could be a way to set the random battle to have different fleet sizes. If you set the number of fleet purchase points (or whatever the game uses under the hood) low, you could create small random battles and then do progressively larger as you get more comfortable with the game. If that's included, I imagine implementing a dial to weigh the relative fleet strengths as well could be built in. That, too, would allow a progression of sorts, at a pace picked by the player.

280
General Discussion / Re: Strategic Direction of Starfarer
« on: September 17, 2011, 10:20:51 PM »
I don't get the sense that the end result is going to be quite as elaborate as X3. On the other hand, Mount and Blade with spaceships is in itself a pretty awesome concept.

281
Announcements / Re: Blog Posts
« on: September 17, 2011, 10:17:59 PM »
Looks pretty good. I also like how you obviously put thought into gameplay as well as the coolness factor. Because you're definitely right that destructible ship components do produce the danger of a slippery slope. I guess this is one of the things that alpha and beta testing can help finetune, too!

282
General Discussion / Re: Learning Wall
« on: September 14, 2011, 08:00:12 AM »
I think maybe instead of more tutorials a few more easy missions that have to do with flying larger ships, or maybe dealing with enemy bombers, might be a better solution.

This sounds like a good idea, too.

Of course, the next release is supposed to contain the ability to create custom ship variants and custom battles, so at that point we can create whatever sort of scenarios we wish. I believe that will help a lot with learning the game when you can create your own battles and slowly increase the difficulty and complexity of what you have to deal with.

283
Suggestions / Re: Few Suggestions For the Devs (just Alex?)
« on: September 10, 2011, 12:31:57 AM »
Hmm. This is something I'm thinking about - the radar ribbon is supposed to replace the minimap, but isn't quite cutting it as far as positional information. Actually did have a minimap (rather, a medium range radar, so not quite a mini-map) in a much much earlier build. It didn't work very well either, imho - having to look in a corner was distracting from the action, it took up lots of screen space, and tabbing into the command interface was usually a better choice precisely because it *did* pause (and you didn't get killed while you're distracted).

You know what could solve that issue? Have a minimap but have it be hidden by default. Instead, there's be a key that when pressed, would display the minimap, probably in a toggle on/off fashion. That way you don't have to use it, but could call it up as and when needed.

284
Bug Reports & Support / Weapon description inconsistency
« on: September 07, 2011, 12:31:43 AM »
Okay, so this isn't so much a bug as it is a descriptive inconsistency, but I figure this subforum is the best place for this anyway.

The description test of the graviton beam describes it as having a massive effect on armour but being relatively easily blocked by energy fields. However, its damage type is listed as kinetic, which does 200% damage to shields and 50% damage to armour, which is the opposite of what the description would imply.

285
Suggestions / Re: Alternate combat style suggestion?
« on: September 03, 2011, 10:07:30 PM »
And one can always achieve the same effect through mods if it's not integrated as an option.

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