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News: New blog post: Markets (6/6/14).
Updated in-dev patch notes for 0.65a. (6/11/14)
 
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1  Other / Discussions / Re: FTL on: September 13, 2012, 05:04:32 PM
Oh, what do we have here?

Yeah, FTL releases tomorrow, and I'm super excited to see how it goes.

I tossed $100 at the kickstarter for both this, and Star Command (the second kickstarter, for PC port), and I've been following them every step of the way.

I knew I wanted to support them from the moment I saw their first video presentations. What's not to love?

On a somewhat related note, I became horribly depressed when I found out that I missed the chance to support the Two Guys SpaceVenture (http://www.kickstarter.com/projects/spaceventure/two-guys-spaceventure-by-the-creators-of-space-que). I loved the Space Quest series dearly.

Oh well. At least it got funded without my help Wink
2  Starsector / General Discussion / Re: i realized something today! on: August 15, 2012, 05:52:04 AM
Personally, I was immediately reminded of overheating and flushing coolant in the Mechwarrior games.

IIRC, energy weapons caused the most heat in those games as well.
3  Starsector / Suggestions / Re: No ship system should be finite. on: August 11, 2012, 04:45:50 AM
I don't think it would be able to produce more.

Only the game designers can speak for the lore, so it's irrelevant to discuss.

My point is that it should be able to produce more, because gameplay.
4  Starsector / Suggestions / No ship system should be finite. on: August 11, 2012, 01:14:00 AM
Even flares and especially drones should at least slowly regenerate their stock over time, back to the initial amount.

Ship systems are now integral to gameplay, and really should have a constant presence in combat. This seems no more poignant than in the case of the ships with drones, where the supply often runs dry fairly quickly even in light combat, and then the ship is crippled with minimal effort for however much longer the battle goes on.

I love the concept of drones, but I can't justify using the ships that get them when other ships have the overwhelming, infinite tactical superiority of reusable systems.

I'd rather this weren't the case.
5  Starsector / General Discussion / Re: Stagnant Development on: August 05, 2012, 10:19:22 PM
I read the thread title and the first post, and I don't think it's necessary to even skim through the rest of this thread.

If this isn't a joke, which it really looks like to anyone who's semi-regularly paid attention to Starfarer's development and has even the loosest grasp on average development cycles, especially for indie games with small teams, then shame on you. Shame on you for not knowing better.

The dev team's communication with the community has been impeccable. The rate of progress has been astounding. At no point since this website was accessible to the general public has this not been the case.

This has been so blatantly, objectively obvious that I can only conclude that the OP has fallen victim to a sort of confirmation bias, where they only care about updates and communication concerning one or two aspects of the game they find particularly interesting(campaign features?), while progress and information about all other areas are ignored and considered wasted time, despite their fundamental importance in the scope of the project as a whole, and in game design in general.

It just isn't an apple pie without the crust, even if all *you* care about is the filling, and Alex is making this one from scratch, so he must first invent the universe, you see?
6  Starsector / General Discussion / Re: .53a First impressions on: August 05, 2012, 09:51:19 PM
I feel like ramming your unshielded ship into another ship's shields at high speed should result in crazy huge amounts of kinetic damage, more than any weapon, especially depending on your ship's mass.

It makes sense, and it could be an even more interesting risk vs. reward dynamic especially in the case of burn drives.
7  Starsector / General Discussion / Re: Am I the only one who thinks the Hyperion is overpowered? on: August 04, 2012, 07:18:47 PM
It does feel pretty strong with the teleporting, yeah, but my only real concern, personally, is the quick point capturing. It probably shouldn't outperform interceptors so utterly.

It'd likely work to just require a fairly long initial chargeup/startup time before the teleport system works normally right at the Hyperion's deployment.
8  Starsector / Announcements / Re: Starfarer 0.53a (In Development) Patch Notes on: June 30, 2012, 02:19:30 PM
I would just like to say that I cannot begin to imagine what these people are talking about who think that Starfarer's development is going anything resembling slowly. I can only guess that these people have absolutely zero experience with indie game development whatsoever, even just watching and waiting on any previous titles in development, and are letting their excitement for this title severely cloud their reasoning.

Starfarer's development has so far consistently been what I would call blisteringly fast, and I have kept tabs on (and even participated in a few small examples of) many, many developing indie games, of all genres and sizes, over a course of about the last decade and a half.

My website bookmarks list alone contains, let's see... seventeen different websites, mostly individual titles, almost all of them unfinished, ongoing projects, and 3 addresses which are aggregate sites dedicated to tracking various developing indie games. I check and recheck many of these daily, all of them weekly, and have done so with many more over the years than my bookmark list covers even the merest fraction of.

And I have to say, Starfarer, which I also check just about daily, has been standing out as a very frequently updated game, a notably updated website, and an extraordinarily active dev presence in the game's community.

The rate of progress and dev communication is simply, undeniably exceptional, especially when compared to the format and frequency of other titles' updates.

Hell, I'd even just point to the likes of Cortex Command or various long stages of Minecraft's development as the other end of the spectrum.

I guess it's in the nature of the enthusiastic fan to keep demanding more, and that's fine and dandy, but a wise fan should know the difference between the absurd, machine-like efficiency and speed of Starfarer's dev team, and the likes of the rest of the indie chaff out there, where entire teams of people don't say a word and can't work a dozen lines of code together or even update their website to tell anyone what's going on for years at a time.
9  Starsector / General Discussion / Re: Damage boost - Graviton, Mjolnir on: May 16, 2012, 10:21:34 PM
To be honest, I'd written off the mjolnir cannon many versions ago, just on account of its awful flux rate.

It just gets worse and worse as the rest of the game improves, which is particularly sad since I really like the description and idea of the weapon.

I think it should just be scrapped and replaced by an actual large energy mount with a charge-up-and-fire-big-single-ball-of-hurt feel to it, like a bigger antimatter blaster. We have way too few different energy mounts anyway, especially compared to the huge number of different ballistics.
10  Starsector / General Discussion / Re: Paragon Loadout on: May 15, 2012, 08:59:41 PM
Aren't all those beam weapons? If so, ITU doesn't help much.

It helps more, actually. I'm not great at the maths, but fifty percent of one thousand turns out to more than two hundred. Even tact laser gets +three hundred from ITU on cap ships, as I understand it.
11  Starsector / General Discussion / Re: Paragon Loadout on: May 14, 2012, 02:10:44 PM
Here is my favorite Paragon loadout. I've found it to be the most effective in every situation, whether directly or AI controlled.

No missiles. All slots are: Autopulse, Pulse, or IR pulse, exceptions being the two rear side small mounts, which are burst PD. 1875 flux dissipation and accelerated shields are especially helpful when the AI controls it, for obvious reasons.

With manual control and careful flux management, this loadout can easily defeat multiple enemy capital ships without taking hull damage at all, even default Paragons. The ridiculous barrage of pulse lasers is even reliable for taking out incoming missiles from any angle, though the burst PD in those high-coverage turrets often help.

However, I'm fairly convinced that there could still be improvements made to this loadout to further increase general effectiveness. I just wish there were more choices for small energy mounts.

Picture:
12  Starsector / Announcements / Re: Starfarer 0.52.1a (Released) - Patch Notes on: May 07, 2012, 02:04:21 PM
BTW, for some really slow shooters like the plasma and antimatter it might be useful to know the flux per volley so you know when it makes sense to hit the fire button.

A tooltip value for "flux per single shot" on every weapon would be extremely welcome.
13  Starsector / General Discussion / Re: Community list of random tips and tricks! on: May 03, 2012, 06:03:38 PM
While the game is paused, you can right-click to raise or lower your shields, and it will make the appropriate sound effect. Once unpaused, the shields will raise or lower.

I find this extremely useful in situations where I can't hear the shield sound effect because of explosions and such, and am not sure my shield has engaged or disengaged, for example, right after venting flux. Also, during tense moments where I've paused and need whether or not, or when to direct my omni shields towards close incoming attacks.
14  Starsector / Modding / Re: Request: Mass Effect Ships - art/sounds on: April 01, 2012, 03:38:06 PM
Theres one slight problem, we only seen the cruisers and fighters of all races, no dnaughts

http://troodon80.deviantart.com/gallery/32481208

fixed link*



That deviantart gallery has some really good examples, especially the exposed-weapon Sovereign class Reaper.

If anyone would like to snag and touch up some of those, if they work, I think they'd make a great starting point.
15  Starsector / Modding / ME Ships (old) on: March 31, 2012, 01:42:18 PM

Looks like someone else has already made some progress with mass effect modding, and is actually bothering to do art stuff themselves. Godspeed, nonlazy person!

Their thread:
http://fractalsoftworks.com/forum/index.php?topic=1986.0

Hello.

I would like to bring, mainly, the Reaper ships and the Normandy into Starfarer. If possible, the Alliance, Turian, and other races' ships would also be nice.

I'm a bit of a coding wizard, but I am utterly incapable of art, and can't be bothered to learn about cleanly ripping sounds.

If anyone is interested and capable, I could use:

  • A decent Reaper ship recreation in the proper perspective, battle ready with main weapon exposed, capital ship scale as big as possible without causing collision problems.
  • Reaper beam art. A nice deep red Tachyon beam recolor would suffice. More accurate and creative recreation encouraged, though.
  • Reaper main cannon art. Looks like a camera lens.
  • A clean rip of the "voice" or "roar" sound of a Reaper.
  • A clean rip of Reaper's main laser cannon sound.
  • The Normandy SR-2, battle ready etc. etc. SR-1 also welcome. Should have appropriate weapon mounts as lore-accurate as possible. Frigate size recommended, but slightly larger if necessary to get enough details in.
  • Thanix Cannons. Mount and projectile art, and sound effects if a clean enough rip is possible.

Though I doubt there would be, if there's enough interest and art/sound contribution, I'd be glad to whip up some entire, separate Mass Effect factions and keep them up to date with new Starfarer versions. All contributions would of course be fully credited.

Thoughts, ideas, suggestions, criticism, etc. welcome as this thread does or does not develop.
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