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Messages - Thana

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31
Good interview and an interesting read. Thanks for it!

32
General Discussion / Re: Any updates on version .65a progress?
« on: June 04, 2014, 07:14:39 AM »
The main reason not to talk about stuff too far in advance, really, is that things can change quite a bit during dev. I'd hate for "but I mentioned this at point X" to even be a consideration when deciding whether to junk some feature Y because it's just not working out. Lots of things seem like good ideas until you try them. Not to say that they aren't good ideas still, but whether they can fit in with everything else is a different question.

Entirely understandable. It's unfortunate, but the tendency of the internet to produce storms in its various teapots does mean that it's often better to be overly cautious than going off half-cocked when it comes to statements.

In regard to Starsector, we're living in interesting times. And fortunately, I don't mean that in the Chinese sense of the word.  :)

33
General Discussion / Re: Adult themes in Starsector
« on: March 28, 2014, 11:44:53 AM »
Great! I've recently read some writing advice that the most interesting stories arise if all the competing entities consider themselves to be right, and the author is unable to decide with whom he agrees most. Then the story represents the conflicting arguments and emotions of the author's (and hopefully reader's) mind. Or in short, good vs. good stories are superior to both good vs. evil and evil vs. evil stories. I think there's a lot of truth to that.

Now that is a very, very, very interesting notion!

And I'm pretty sure I agree.

34
Blog Posts / Re: On Trade Design
« on: March 03, 2014, 10:26:27 AM »
Well, this certainly sounds like a system that ought to make trading more interesting than hopping back and forth between planets, dodging pirates. And I like the idea of its implications going beyond just the trading subsystem.

And I'm really excited to see that whole new areas of gameplay are going to be opening up in the next update. I, at least, have been waiting for something like this for quite some time now!  :)

35
Announcements / Re: Starsector 0.6.2a (Released) Patch Notes
« on: January 18, 2014, 08:50:09 AM »
Well, the new version does seem a lot more friendly at the beginning of the campaign, with more small pirate detachments roaming about and the CR drops after battles not being as harsh.

36
General Discussion / Re: No one finishes space games
« on: December 20, 2013, 05:16:07 AM »
Personally, I spent ten bucks and got what I feel is my money's worth. For all I care, alex can abandon the damn game and I'll have no regrets, any future developments are bonuses in my eyes

The way I thought, I got more than my money's worth in the first month after buying the game already, then played it very actively for half a year. (That was long before the campaign mode was added in.)

That was a bit over two years ago now, I think. Yes, it's frustrating to see the rate of progress slowing down. On the other hand, there's a lot of groundwork being laid here that will form the basis of stuff to come, and I expect that the pace will pick up somewhat in the future now that the skeletons of some really laborious and important things (campaign mode, character progression, interstellar travel and combat readiness, not to mention fine-tuning combat so that there'll be no need to make any more sweeping changes to it that would necessitate rebuilds of connected sub-systems in the game) are in.

The way I figure is that given the enjoyment I've gotten out of the game already, once the next patch that re-ignites my desire to play it extensively (rather than try out the changes, play around it for a little and smile to myself "yep, I like where this is going") hits the web, I'll find some friend who shows interest in this game and buy it for them just so I can thank Fractal Softworks for their work in developing this game and share it with someone else.

37
General Discussion / Re: Starsector at a Crossroad?
« on: November 29, 2013, 07:53:46 AM »
A lot of the posts on the forums are about CR and it is arguably the most controversial and dividing aspect of the game, why is that?
I suspect that CR represents an apparent change in direction for Starsector. In pre-CR versions of the game, the game was much easier to pick up and play and in that way it was much more "arcadey" which suited the games bad-ass top-down space combat design really well. I think the reaction against CR made by some (including myself) stems from the shift it represents from superficial arcade-style fun to a deeper, more RPG-like adventure game. In essence, I think Starsector is growing up and some of us aren't ready to accept that. Am I totally off here? what do you guys think? Is this shift real and if so how do you feel about it?

Seems about right. Granted, there's also other reasons some people dislike it - like when being swamped by multiple fleets in a row can deplete your ability to fight back at all as your ships lose their CR rating.

But yes, that does seem to be the general line of division - whether one's view of the ideal direction of Starsector is more actiony or more ponderous.

38
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 14, 2013, 10:36:42 PM »
It may have been a long time in the coming, but I'm glad it's here!

I do agree with those who are not entirely satisfied with the new UI, there's something about it that makes it look overly busy. I'm not entirely sure how I'd fix it, though. Maybe after I play some more I'll get some ideas. Haven't had much time to play with it yet, but looks good so far.

39
General Discussion / Re: What's most exciting about the next update?
« on: August 27, 2013, 11:26:07 AM »
imo modded content will never beat "canon" ones

I don't agree. In fact, I think it's pretty common for any game with a healthy modding community to get full conversion mods that outshine the original in quality. (Subject to personal preferences, of course.)

Which doesn't change the fact, of course, that it's the devs who make it all possible, because without a good base game there's very little for the modders to work with.

40
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: July 13, 2013, 07:17:02 AM »
Well, I'll be! Another system coming up!

I'll be curious to see how the new fighter mechanics work out in practice, as well.

41
Blog Posts / Re: Fleet Encounter Mechanics, Part 1
« on: April 07, 2013, 11:28:38 AM »
Moral could be a very interesting new feature, some kind of stat that get modified in battle by the events, like a ship destruction.

Considering crew quality factors into combat readiness, I think it's entirely possible that morale is simply abstracted into it as well.

42
Blog Posts / Re: Fleet Encounter Mechanics, Part 1
« on: March 31, 2013, 01:42:32 AM »
I must say, I love it when games (and fiction, for that matter!) operate on the paradigm that there's more to war/conflict than just the battles. Not only does it help with immersion and grounding the action into a narrative with depth, it also helps give an added dimension to the proceedings. I heartily approve.

At first I read the reference to travel drives at the end of the blog post to imply inter-system travel, but then I realised it was just the intra-system travel being discussed.

Finally - and I know this is not a plausible scenario - I'd love it if you, Alex, were to teach the big gaming studios on how game design is supposed to be done, because you'd have a lot to teach them, I think.

43
Blog Posts / Re: Combat Readiness
« on: March 14, 2013, 12:04:44 PM »
Waaaaaaaaaai? Did missiles really need a nerf? (Also, why aren't ballistics affected?)

This is actually a criticism I agree with - I rarely use missiles because they just don't seem very effective compared to ballistics and energy weapons, so making them costlier to use to boot seems like a bad call.

44
General Discussion / Re: Newbie questions
« on: March 11, 2013, 11:27:22 AM »
No, that will be in the next patch, coming soonTM.

Which, considering there aren't even patch notes out yet, may be some time away yet...

45
General Discussion / Re: Newbie questions
« on: March 08, 2013, 10:36:53 AM »
Christ. All this time and I was wondering why in an even match-up or against larger ships the odds were heavily stacked in my favour. Wish I knew it was because "loser mode" was enabled by default. ;-)

Yeah, it's easy to miss turning off that option at first.

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