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Author Topic: Starsector 0.9a (Released) Patch Notes  (Read 304846 times)

Grievous69

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #210 on: September 02, 2018, 10:45:15 AM »

Wow I can't believe I don't remember that change. Guess we'll just wait and see what works best.
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Cycerin

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #211 on: September 02, 2018, 12:24:59 PM »

Like I said, there are other changes as well, so I'm not sure anything much re: balance makes much sense to talk about without accounting for those.

You telling us there will be another changelog to feast upon soon?

PS: another destroyer would srsly be rad, I think combat destroyers is one of the main content holes in vanilla. You've got a good point of origin with that idea. :)
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SCC

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #212 on: September 02, 2018, 03:06:29 PM »

Like I said, there are other changes as well, so I'm not sure anything much re: balance makes much sense to talk about without accounting for those.
Considering the removal of arc overlap, I assume that Odyssey is becoming more of a carrier now. I don't really like this direction, but I don't know if it's really going that way either.

Gothars

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #213 on: September 02, 2018, 03:30:17 PM »

It had still just two wings in the gif. Maybe it's just the flux stats that have been boosted.


I don't know if this was mentioned already, but the IPD-AI could use some love, it's fairly useless, since none of the small weapons are useful as PD. Maybe it could increase their precision and turn rate?
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Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #214 on: September 02, 2018, 04:18:14 PM »

You telling us there will be another changelog to feast upon soon?

It's possible :)

Considering the removal of arc overlap, I assume that Odyssey is becoming more of a carrier now.

It is not!

I don't know if this was mentioned already, but the IPD-AI could use some love, it's fairly useless, since none of the small weapons are useful as PD. Maybe it could increase their precision and turn rate?

Yeah, it's been revamped :) Also renamed to "Fire Control AI"...
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Cyan Leader

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #215 on: September 03, 2018, 06:30:16 AM »

I'll be honest, I think the Plasma Burn looks silly. I mean I'm not expecting realism here and it looks fun to use but it looks really odd to see a ship at that size accelerate that quickly and then lose all of the momentum like it hit something.
« Last Edit: September 03, 2018, 06:39:55 AM by Cyan Leader »
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The Soldier

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #216 on: September 03, 2018, 08:38:37 AM »

So now we have Burn Drive, Maneuvering Jets, Plasma Jets, and Plasma Burn?  It feels almost unnecessary.
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Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #217 on: September 03, 2018, 09:27:25 AM »

I'll be honest, I think the Plasma Burn looks silly. I mean I'm not expecting realism here and it looks fun to use but it looks really odd to see a ship at that size accelerate that quickly and then lose all of the momentum like it hit something.

Fair enough. Maybe the one gif isn't conveying it fully. I tend to be pretty bothered by things that feel like they "break" the physics of the game, and this doesn't feel like it to me - it feels great to use. I also did tone the acceleration/deceleration curves down a bit, though.

(Btw: for me it recalls an "Enterprise coming out of warp" feeling, and I'm pretty sure I've seen similar looking stuff in other sci-fi, though I can't right now recall where.)

So now we have Burn Drive, Maneuvering Jets, Plasma Jets, and Plasma Burn?  It feels almost unnecessary.

Also phase skimmer/teleporter, and to some extent phase cloak and temporal shell. There's a lot of mobility systems in the game, because mobility is important, fun, and there are so many ways to go about it.

Buuut, I'm not really sure what you mean, so maybe I'm missing an angle on this.
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Megas

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #218 on: September 03, 2018, 10:21:24 AM »

Plasma Burn does not seem like a total copy.  At least the shield stays up.  Based on the animated image, I have no problem with it so far.
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Dri

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #219 on: September 03, 2018, 10:22:41 AM »

We need more built-in and unique weapons like the Onslaught's Thermal Pulse Cannons. Those are tremendously fun and make the hull quite a bit more standout.
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The Soldier

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #220 on: September 03, 2018, 10:31:52 AM »

Plasma Burn does not seem like a total copy.  At least the shield stays up.  Based on the animated image, I have no problem with it so far.
Mmm, didn't notice that.  Suppose so.

We need more built-in and unique weapons like the Onslaught's Thermal Pulse Cannons. Those are tremendously fun and make the hull quite a bit more standout.
Agree, unique and built-in weapons can make the world feel a bit more lived-in, not everything is modular.
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SCC

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #221 on: September 03, 2018, 12:12:40 PM »

Plasma Burn does not seem like a total copy.  At least the shield stays up.  Based on the animated image, I have no problem with it so far.
It makes Odyssey look like an oversized Aurora, though I suspect it might not outclass Aurora at rapid insertion. Especially since forward boost for a broadside ships isn't very convenient...

Megas

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #222 on: September 03, 2018, 01:40:32 PM »

It makes Odyssey look like an oversized Aurora, though I suspect it might not outclass Aurora at rapid insertion. Especially since forward boost for a broadside ships isn't very convenient...
Odyssey has been Aurora's big brother for most if not all of Starsector's past history.  Both used to have High Energy Focus, soon both will have mobility systems.
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Gothars

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #223 on: September 03, 2018, 03:22:34 PM »

Since you seem to work on a lot of smaller not-high-priority stuff, Alex, let me just mention the enlarged pictures idea again :)


Btw., I think the plasma burn looks nice. I think a concern people have is that too many similar ship systems might be introduced. A distinct system for each ship is good, but similar systems make matters confusing. For example, it would be bad to have fast missile racks, quick reloading missile racks and a missile rack enhancer.
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Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #224 on: September 03, 2018, 03:27:03 PM »

Since you seem to work on a lot of smaller not-high-priority stuff, Alex, let me just mention the enlarged pictures idea again :)

Ahh, sorry! The newer illustrations are at the size they're displayed at (in significant part for loading/vram reasons), and we'll probably convert the existing ones at some point, too.

Btw., I think the plasma burn looks nice. I think a concern people have is that too many similar ship systems might be introduced. A distinct system for each ship is good, but similar systems make matters confusing. For example, it would be bad to have fast missile racks, quick reloading missile racks and a missile rack enhancer.

Ah, yeah, that makes sense.
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