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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 639253 times)

nomadic_leader

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #180 on: December 13, 2016, 04:26:07 PM »

So in theory it looks good, but I have doubts if it actually would add anything in practice.

Details details. Those can be worked out or adjusted. I just thought it up in 5 mins; maybe some will be radius based, and maybe others would just effect every friendly ship in combat. (But you can still assign one ship to escort another, right? that would be enough for radius based) The main thing is that it opens the doors for different kinds of battles.

Right now it's always pitched battle between warships, or chasing fleeing freighters and mothballs. These sorts of special ships open the door for combat based on knocking out a certain ship to turn the tide or whatever ("They're heading for the medical frigate" etc)

(Of course the whole concept of "I have a fleet and I bump into an enemy fleet, but somehow I can still choose to not deploy some of my ships and magically hide them from the battle" doesn't really make sense and removes a lot of the spice and jeopardy from combat, but oh well)
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Cik

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #181 on: December 13, 2016, 05:07:14 PM »

space is really big, if you don't want to deploy ships in combat in the initial engagement, that's perfectly allowable; all they have to do is burn retrograde (against wherever they are going) and the combat ships will arrive minutes or hours before they do.

assuming the engagement does not end in a relatively small amount of time, though, or assuming the enemy can break through, then they should be threatened. adding such a system to the game is probably inevitable, i doubt combat will stay like it is forever. it's probably the last "pillar" of the game that's remained unchanged for a very long time and could use an update relative to all of the other things that have irrevocably changed combat from what it used to be.
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Alex

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #182 on: December 13, 2016, 05:18:05 PM »

It's really cool because it adds a meta-objective to combat for the player: deploy/defend your salvage rig. (and for the AI, to destroy it.)

Yeah! Which was the reason for adding that, but if it doesn't work out mechanically then it's no good, despite what the intentions might be.

Here are some more things like that:
...

Kind of wish I could talk about what I'm working on right now, but will hold off until the next blog post :) Let's just say there's some relevance, but along a slightly different direction.

Construction/Salvage rig is ugly.

(I've redrawn it, btw.)

FWIW, I really liked the old Salvage Rig. New one's cool too, though.

Details details. Those can be worked out or adjusted.

Details are literally almost the only thing that matters :) The quality of the idea is like 10% of the quality of the outcome, imo, if that. Now, a truly great idea also simplifies working out the details and the implementation thereof, so there's a bit more to it, but still.


assuming the engagement does not end in a relatively small amount of time, though, or assuming the enemy can break through, then they should be threatened. adding such a system to the game is probably inevitable, i doubt combat will stay like it is forever.

Hmm - I really wouldn't bet on that. As I think we've discussed in another thread, I think trying to bring this other stuff directly into combat would belabor things quite a bit. Still, never say never and all that.
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Deshara

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #183 on: December 13, 2016, 06:20:27 PM »

ALEX! WOULD you maybe be interested in giving a boost to salvage ratings for a salvage rig that is in the engagement and survives, over one that's not in the engagement and has to be moved up to the graveyard after the fact?
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dk1332

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #184 on: December 13, 2016, 08:06:25 PM »

Speaking of salvaging things. I just some clarification on something.

Can we salvage some of our destroyed fighters? If not then I wish thats also a part of it like "After the battle, your fleet was able to salvage parts from destroyed fighters, Salvaging XX chasis for X-Fighter". That should ease some burden to carriers.

Also, Junk parts should be a thing. You know, just sell them to recycling plants for a little profit.
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Dri

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #185 on: December 13, 2016, 08:35:50 PM »

Did ya miss the fighter rework blog post? http://fractalsoftworks.com/2016/08/24/fighter-redesign/ Fighters no longer have limited chassis.

I wish David would give us a few BEFORE/AFTER pics of the various sprites he has tweaked.
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dk1332

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #186 on: December 13, 2016, 09:05:33 PM »

Pretty much a new guy here so yeah I did.

So thats why some people talking about fighters are gonna be sort of "unlimited". Guess I need to go back to the drawing board once the update comes in.
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DatonKallandor

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #187 on: December 14, 2016, 01:11:53 PM »

Objective based battles where the objectives are your own utility ships would be much cooler and worth it if ships didn't get destroyed so easily. If most kills in a fight were just mission-kills and you'd be able to nurse them back to health after the battle - hell yeah I'd be happy to do a defensive "guard the salvage rigs" circle-the-wagons kind of battle.

But currently ships are so expensive relative to the rewards taking a fight that isn't a sure win with no or almost no casualties isn't worth it until the very endgame after you've already "won".

Also on those salvage rig extra salavage idea, I think that would work great as it's own battle type you select in the pre-fight dialogue. So your salvage rigs are pre-deployed in a specific area and you just have to defend them (maybe even only for a x time) to win and get the bonus. Which of course would also be a cool battle type to experience from the other side - when you are jumping somebody else who's salvaging.
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Voyager I

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #188 on: December 14, 2016, 01:20:47 PM »

(Of course the whole concept of "I have a fleet and I bump into an enemy fleet, but somehow I can still choose to not deploy some of my ships and magically hide them from the battle" doesn't really make sense and removes a lot of the spice and jeopardy from combat, but oh well)

It makes plenty of sense.  The escort ships burn ahead of the convoy to intercept incoming attackers, and after fighting through them the fleeing cargo ships are exposed.  I feel like the current combat system already does a good job of representing this dynamic.  It's not like they get to sit out the retreat or something.
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David

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #189 on: December 14, 2016, 01:53:32 PM »

The Persean League, yes. (If it helps, I pronounce it "Per-see-an", as in a word derived from the name Perseus.)

Oh, interesting. That implies some things about the extent of the Domain, and maybe even about the location of the Sector. The Perseus arm is the closest spiral arm to the Orion arm (which is home to Sol). It's about 5000 light years from us, in the direction from the galactic center away. If there's a faction in the Sector named after it, then the Sector is either in it, or the faction is powerful enough to have spread across the Domain. Something to look out for in the lore :)

https://youtu.be/eAvo3S0MD-o?t=1s  ;)
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Dri

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #190 on: December 14, 2016, 08:16:57 PM »

Speaking of trailers, is there gonna be a new one for the big patch coming up? Current trailer is over a year old—seems like the time is ripe for another!
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ahrenjb

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #191 on: December 14, 2016, 08:20:10 PM »

Great stuff, Alex. Looking forward to playing this release. Seeing things like this unfold is the benefit of being an early adopter.
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Clockwork Owl

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #192 on: December 15, 2016, 03:19:12 AM »

The Persean League, yes. (If it helps, I pronounce it "Per-see-an", as in a word derived from the name Perseus.)

Oh, interesting. That implies some things about the extent of the Domain, and maybe even about the location of the Sector. The Perseus arm is the closest spiral arm to the Orion arm (which is home to Sol). It's about 5000 light years from us, in the direction from the galactic center away. If there's a faction in the Sector named after it, then the Sector is either in it, or the faction is powerful enough to have spread across the Domain. Something to look out for in the lore :)

https://youtu.be/eAvo3S0MD-o?t=1s  ;)

"6,000 lightyears from Old Earth"
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gozer

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #193 on: December 15, 2016, 03:45:06 AM »

https://youtu.be/eAvo3S0MD-o?t=1s  ;)



well, I still consider this one to be the best trailer for Starsector, despite being 4+ years old ... showing mostly combat and lots of it, plenty of different ships (some are from mods though), large battles, awesome music. Compared to the fan made trailer the official trailer is kind of ... boring.
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Questionable

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Re: Starsector 0.8a (In Development) Patch Notes
« Reply #194 on: December 15, 2016, 08:03:12 PM »

https://youtu.be/eAvo3S0MD-o?t=1s  ;)



well, I still consider this one to be the best trailer for Starsector, despite being 4+ years old ... showing mostly combat and lots of it, plenty of different ships (some are from mods though), large battles, awesome music. Compared to the fan made trailer the official trailer is kind of ... boring.

I am going to have to heavily disagree on that. The original trailer shows a quick glimpse of the game and what you can expect, the music is fitting and the over all video has pacing to it and while short it does get the message across in an efficient manner.
The fan made trailer has music that makes me cringe because it's as overused as linking park in naruto AMVs, and while certainly it does spend more time showing off combat, it doesn't really give that much overview of the game.
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