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Author Topic: Starsector 0.95a (In Development) Patch Notes  (Read 20132 times)

Deshara

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #330 on: October 21, 2020, 09:23:43 PM »

But I think the old concepts about alpha, beta, release are long since meaningless.

I'm sure you're right, but I'm sticking to them :)

(Re: "release", I remember reading sometime back that the initial EA release on Steam is basically "the release", as far as any potential interest from press etc goes, and the actual 1.0 release doesn't really register... so, yeah, I'm sure you're right.)

its funny bc 2.0 releases for games that get re-made into a different game after release seem to make more of a difference than the 1.0 release.

A question nobody has asked from what I read: can you give details about the Escort Package and Assault Package?

From one of your previous blog, I guess it is not related to ECM or navigation/speed boost which are now specific to frigates. So maybe they provide other fleet bonus  (sight range? Manoeuvring boost?), or boost some of the ship capacities (flux for assault package, missile bonus for support package?)?

It's a boost to the individual ships, actually! Escort Package gives a lot of hefty PD bonuses, while Assault Package makes the ship into a brick. The effect of these hullmods is *greatly* increased by a relevant skill.

The combination of more pixels (due to widescreen) but needing to use anti-aliasing (due to not-quite-200% scaling) is probably the most performance-intensive situation there is here.

What do you mean by the 200% thing? Whats the relation between 200% scaling & anti-aliasing?
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Alex

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #331 on: October 21, 2020, 09:29:27 PM »

About that. An idea would be (1) the ability to host a faction without owning a world and (2) the ability to hire captains to (say) trade between various worlds, with the player receiving a cut or something of that sort. Essentially, we can imitate the Hegemony, but we can't imitate the Tri-Tachyon. This would tie into the game's dynamic economy very well too, and provide a very different experience. You could tie this in with colonies, and have the player negotiate trade deals with contacts and in some situations even receive military contracts, and this could further tie into the proposed starting phases of a colony as a mission or two.

The question is, how is this interesting mechanically, aside from being a nice roleplaying thing? Colonies have the potential to make some trouble for you (i.e. lead into combat); the specifics of this can certainly be refined, but at least the path is there. If you just hire a fleet to trade for you, is it just a "get more money over time" mechanic? The design work here would be trying to make this interesting.

Also, diplomacy (ie vassalage and allowing players the ability to found colonies in a faction's name) is a must at some point or another, whether in vanilla or in nex.

(Just speaking as far as vanilla, I wouldn't say diplomacy etc is a "goal" - I can see adding something along these lines, but it's more likely if it was needed for something else to work, not for its own sake.)


Alex, what post-colony credit sinks will there be? Fleets? Research? Megaprojects?

:-X


What do you mean by the 200% thing? Whats the relation between 200% scaling & anti-aliasing?

If you scale to 200% (or 300%), there's no need for anti-aliasing - it already looks good, because it's double the amount of pixels, so the scaling algorithm has an easier time. For example, a line that's 1 pixel wide becomes 2 pixels wide, etc. If you scale to, say, 180%, a line 1 pixel wide becomes 1.8 pixels wide - which, of course, isn't a thing - and antialiasing is required to make that look reasonably good.
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Melanoc3tus II

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #332 on: October 21, 2020, 11:48:32 PM »

About that. An idea would be (1) the ability to host a faction without owning a world and (2) the ability to hire captains to (say) trade between various worlds, with the player receiving a cut or something of that sort. Essentially, we can imitate the Hegemony, but we can't imitate the Tri-Tachyon. This would tie into the game's dynamic economy very well too, and provide a very different experience. You could tie this in with colonies, and have the player negotiate trade deals with contacts and in some situations even receive military contracts, and this could further tie into the proposed starting phases of a colony as a mission or two.

The question is, how is this interesting mechanically, aside from being a nice roleplaying thing? Colonies have the potential to make some trouble for you (i.e. lead into combat); the specifics of this can certainly be refined, but at least the path is there. If you just hire a fleet to trade for you, is it just a "get more money over time" mechanic? The design work here would be trying to make this interesting.

This would mostly just provide more intricacy to colony building, but I could see a company of some sort be interesting. Maybe a combination of warding off pirates (perhaps through mercenaries), having to build trust with contacts, that sort of thing. It wouldn't supplant normal gameplay, just be an option with various difficulties (non-randomised, as discussed before) inherent. Then one can add the black market into the mix too. Now it is rather passive, but a large amount of good could come from a specialised intel tab, allowing the player to view their trade routes, and perhaps even the trade routes of other factions. That brings us to another application for contacts. Spies. I need to go now. Bye!
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pairedeciseaux

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #333 on: Today at 12:34:01 AM »

Usually I don't have an issue with the current five weapon groups... but there are some ships where it's a serious limitation, especially with respect to ships that are being set up for AI control.

Similar thought here. 5 weapon groups is enough in most situations. But I find it kind of frustrating in a few player-controlled-ship situations. Thinking about Onslaught, Conquest, Legion, Aurora and Gryphon here (maybe others).

The thing is, the 5 groups limit means I'm not as creative as I could when designing a load-out. On Conquest I always leave medium missile mounts empty because I can't find a satisfying way to control them without crippling the whole ship. So I would say the 5 group limit is gameplay-limiting in such cases. I have stopped piloting Onslaught 2 years ago because of this (and because AI is pretty good at it with appropriate load-outs).

On the other hand, finding load-out design solutions within the 5 group constrain means I have to be creative in other ways, so I would say its fair (kind of frustrating) game.  ;D
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SonnaBanana

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #334 on: Today at 12:36:25 AM »

About that. An idea would be (1) the ability to host a faction without owning a world and (2) the ability to hire captains to (say) trade between various worlds, with the player receiving a cut or something of that sort. Essentially, we can imitate the Hegemony, but we can't imitate the Tri-Tachyon. This would tie into the game's dynamic economy very well too, and provide a very different experience. You could tie this in with colonies, and have the player negotiate trade deals with contacts and in some situations even receive military contracts, and this could further tie into the proposed starting phases of a colony as a mission or two.

The question is, how is this interesting mechanically, aside from being a nice roleplaying thing? Colonies have the potential to make some trouble for you (i.e. lead into combat); the specifics of this can certainly be refined, but at least the path is there. If you just hire a fleet to trade for you, is it just a "get more money over time" mechanic? The design work here would be trying to make this interesting.

This would mostly just provide more intricacy to colony building, but I could see a company of some sort be interesting. Maybe a combination of warding off pirates (perhaps through mercenaries), having to build trust with contacts, that sort of thing. It wouldn't supplant normal gameplay, just be an option with various difficulties (non-randomised, as discussed before) inherent. Then one can add the black market into the mix too. Now it is rather passive, but a large amount of good could come from a specialised intel tab, allowing the player to view their trade routes, and perhaps even the trade routes of other factions. That brings us to another application for contacts. Spies. I need to go now. Bye!
Don't forget, there's always room for other factions attacking your companies if they get desperate.
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Sarissofoi

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #335 on: Today at 12:37:54 AM »

@Alex
Any words about that terrible tariffs?
Maybe make them scale down based on reputation and commission?

Well, the word is that they're about as punishing as I'd like them to be :) If they're more than you want to pay, sell that Paragon blueprint on the black market!


That is the problem.
Black market is all profit and almost zero risks.
I do not understand your opposition to allowing players making money from legal trade.

SonnaBanana

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #336 on: Today at 01:04:45 AM »

That is the problem.
Black market is all profit and almost zero risks.
I do not understand your opposition to allowing players making money from legal trade.
Riskier should be more rewarding, no?

The problems are that the black market isn't risky enough and players aren't rewarded enough for being really friendly with a faction.
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Gothars

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #337 on: Today at 02:00:31 AM »

I do not understand your opposition to allowing players making money from legal trade.

Tariffs are meant to discourage players from giving themselves an endless chain of boring fetch quest to make money in a safe way. Btw, you can do legal trade via bar missions.

The problems are that the black market isn't risky enough and players aren't rewarded enough for being really friendly with a faction.

Agreed. Transponder-off smuggling is more exciting, but there's too little reason to do so, because transponder-on black market trade is so safe. Sometimes I wish it wasn't accessible at all with your transponders on.
But there are softer options. If, in case of high suspicion, your ships would get physically searched (causing disruption and lowering CR) instead of just scanned, that would up the stakes. Or if suspicious factions would continuously shadow you with some picket ships while you're in system, that could hinder your operations quite a bit. (Until you lure those watchdogs into a passing pirate fleet, of course.)


If you scale to 200% (or 300%), there's no need for anti-aliasing - it already looks good, because it's double the amount of pixels, so the scaling algorithm has an easier time. For example, a line that's 1 pixel wide becomes 2 pixels wide, etc. If you scale to, say, 180%, a line 1 pixel wide becomes 1.8 pixels wide - which, of course, isn't a thing - and antialiasing is required to make that look reasonably good.

Just to make sure: What keeps me from scaling to 200% (if my screen resolution is smaller than that) is that it would cut off the UI at the top and bottom, because it doesn't move up or down, right?
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