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Author Topic: Starfarer 0.52a (Released) - Patch Notes  (Read 316982 times)

icepick37

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #630 on: May 05, 2012, 07:37:26 AM »

well first we'll see some head's down designing. Then we'll get some significant dev changes, THEN we'll see the new thread.  :)  At least if things keep moving the same way as in the past.
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WK

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #631 on: May 05, 2012, 07:45:03 AM »

I think we need some way to use fuel in the next patch ;)
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stardidi

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #632 on: May 05, 2012, 07:59:42 AM »

If i could vote (which i can't :( ) i would vote for either inter system or some RPG elements.
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Psycho Society

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #633 on: May 05, 2012, 08:39:03 PM »

So far Alex has been working on the core gameplay; the combat, the AI. Let's not get ahead of ourselves here. New systems don't provide anything significant if there isn't substantial depth to them. Economy and dynamic interaction between worlds, stations, and outposts need to be set up to provide meaning for what you do in system. Before that happens any other system will just be a cookie cutter copy of Corvus.
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YAZF

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #634 on: May 05, 2012, 09:36:41 PM »

So far Alex has been working on the core gameplay; the combat, the AI. Let's not get ahead of ourselves here. New systems don't provide anything significant if there isn't substantial depth to them. Economy and dynamic interaction between worlds, stations, and outposts need to be set up to provide meaning for what you do in system. Before that happens any other system will just be a cookie cutter copy of Corvus.
Don't forget we are currently in just the alpha version of the game. I don't think anything that Alex adds needs to be perfect or super significant. If he just wants to add random stuff and build on it later he's more than welcome too. Now of course that's not how he normally works. He adds something and then tries to tweak it to perfection before moving on. I'm not sure if he does this because it's just what he's comfortable with or if it's because the game is already available to so many people and he feels as if any new feature added must be finished before release. But if he wants to just add some rough draft stuff in there and just release it that will be fine with me. When the game is officially finished I'm sure it'll be great, but until then remember that we are only looking at a work in progress.
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Dear Alex,
There should be a battlestation/star fortress fight in the main menu mission mode.  :)

factotum

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #635 on: May 05, 2012, 11:23:44 PM »

Capital ships are rare Alex?  Try looking at your Hegemony Defense Fleet and your Tr-Tachyon Attack Fleets.

He specifically said the Corvus system (as it currently stands) is not representative of what the final game will be like. To be honest, I've thought that was the case for a while--even if Tri-Tachyon and Hegemony hate each other, for TT to be constantly sending massive fleets to attack the Hegemony station makes no sense! I suspect the "war" between the two is going to be a lot colder and more subtle in the final game.
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Thana

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #636 on: May 05, 2012, 11:53:04 PM »

He specifically said the Corvus system (as it currently stands) is not representative of what the final game will be like. To be honest, I've thought that was the case for a while--even if Tri-Tachyon and Hegemony hate each other, for TT to be constantly sending massive fleets to attack the Hegemony station makes no sense! I suspect the "war" between the two is going to be a lot colder and more subtle in the final game.

And let's not forget that I think it will probably be pretty rare for the two to even share a star system.
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Jonlissla

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #637 on: May 06, 2012, 11:52:38 AM »

The current fleet point cap is actually rather close to what the maximum will be, with skills. Still enough for a cap ship (or maybe two) with a solid escort. Fits much better into the overall idea that capital ships are rare. As much fun as having a huge fleet is, it also cheapens things, and doesn't fit with the background of the Sector.

Yes, the Corvus system doesn't fit in with the ultimate vision for the sector, either. It's more of a "here's all the content, go for it".

So I guess combat in future versions will be more central towards small skirmishes between frigates and a few destroyers, perhaps the odd cruiser as well? More emphasis on tactical combat than slugging it out with a pair of capital ships, so to speak.

By the way, in which way do you plan to implement trade goods and the like, presuming you are going add a more fleshed out trading system? Will planets or stations have fixed prices, or will it fluctuate depending on supply and demand? If that's the case, what will influence the production of said goods?
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Alex

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #638 on: May 07, 2012, 11:05:39 AM »

So I guess combat in future versions will be more central towards small skirmishes between frigates and a few destroyers, perhaps the odd cruiser as well? More emphasis on tactical combat than slugging it out with a pair of capital ships, so to speak.

Well, it's largely a question of making capital ships special, rather than common-place. My thinking is that multiple cap ships in one fleet should be a rare and awe-inducing sight. A single one could be the backbone of an impressive task force.


By the way, in which way do you plan to implement trade goods and the like, presuming you are going add a more fleshed out trading system? Will planets or stations have fixed prices, or will it fluctuate depending on supply and demand? If that's the case, what will influence the production of said goods?

The details are still TBD, but a supply and demand system is likely.
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Uomoz

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #639 on: May 07, 2012, 11:16:25 AM »

The way I interpreted this:

We will fight with BIG numbers of frigs\destroyers\fighters while ships bigger then this will be rarer.

Try filling 100 FP in Lashers\Hounds. xD
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EnderNerdcore

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #640 on: May 07, 2012, 11:52:10 AM »

Would it be possible to add a FP penalty to having more than one Capital-size ship?

For example, 2nd capital requires 50% more FP, 3rd+ require 100% more FP per ship.

You could do the same (just with more allowance room) with Cruisers as well, starting at, say, the 4th or 5th Cruiser.
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icepick37

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #641 on: May 07, 2012, 11:56:22 AM »

Why is that even needful? There's not much point in restricting the player that way is there? Well I guess we won't know until more of the campaign is out...

Hrm...
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EnderNerdcore

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #642 on: May 07, 2012, 12:30:56 PM »

Why is that even needful? There's not much point in restricting the player that way is there? Well I guess we won't know until more of the campaign is out...

Hrm...
Well, it isn't necessarily, but the discussion was talking about how to encourage larger total numbers of smaller (and less powerful/lower-tech) ships rather than a few huge high-tech ships.
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icepick37

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #643 on: May 07, 2012, 12:46:35 PM »

Well I think the point is to make them rare in the universe. If you're lucky enough to capture the few you find then more's the better for you.

That was my perception anyway.
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hairrorist

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Re: Starfarer 0.52a (Released) - Patch Notes
« Reply #644 on: May 16, 2012, 04:55:19 PM »

Some kind of upkeep cost would probably be a better way to limit access to them.
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