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Author Topic: Starfarer 0.52a (Released) - Patch Notes  (Read 255934 times)

cp252

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #600 on: May 03, 2012, 06:57:30 AM »

The new FP limits make me feel like the captain of a small mercenary fleet... I'm tempted to name my Hammerhead the Black Star.
Presumably you'll be able to level up and become the captain of a really big fleet with multiple caps. Until then you leave your ships in storage.
Is the abandoned station a band-aid mechanic too? It'd be cool if some systems had abandoned stations with a few bits of supplies which you could claim, and had to arm and stick crew on (I've seen those hardpoints on the station sprite ;) )
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Alex

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #601 on: May 03, 2012, 10:10:26 AM »

The new FP limits make me feel like the captain of a small mercenary fleet... I'm tempted to name my Hammerhead the Black Star.
Presumably you'll be able to level up and become the captain of a really big fleet with multiple caps.

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".


Until then you leave your ships in storage. Is the abandoned station a band-aid mechanic too? It'd be cool if some systems had abandoned stations with a few bits of supplies which you could claim, and had to arm and stick crew on (I've seen those hardpoints on the station sprite ;) )

 :-X
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Tindahbawx

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #602 on: May 03, 2012, 10:30:21 AM »

The implementation of accidents seems to be a little odd, now that I've gotten used to it. I can see what you're trying to do, but I don't think its quite accomplished what you intended.

As it stands at the minute, if you're successful, and have a load of cash, accidents simple aren't going to happen to you any more. You'll have a ton of carriers, troop transports and freighters tagging along after your fleet that you can just pick up whatever you please and not have to worry about it. Additionally if your fleet is past a certain size, you no longer even have to risk having to bring your logistics ships to the field of battle, you can simply elect not to deploy them.

Basically past a certain point, accidents cease to be an issue.

However accidents are a severe hindrance at early game, where you only have a ship or two and have to decide whether or not you want to pack in that nice expensive Large launcher you found to sell, or if you want the supplies, to repair the damage your fleet took acquiring your ill gotten gains. Take  too much, and you're going to have an accident, and possibly lose a ton of (at this stage in the game) expensive regular crew. Additionally if you do buy a logistic ship to carry about your gains in, and only have a couple of ships, you will be risking that logistic ship on the field of battle in every single battle you engage in. If it dies, say a bomber wing gets all up in its face, post battle, if you win, you then have to go and dump a load of credits via jettison, in addition to having the cost of losing the logistic ship as well. It puts you back about 20k credits, which is a fair bit of you only had a Destroyer and a Condor for example. Got help you if you were using fighters and there's not enough hangar space post-battle too.

You can obviously avoid this by hugging a station and selling your loot after every fight you're in, and not bothering with the logistics ships early game, but that feels awfully restrictive, especially if, in future, you're adding in the ability to travel to different star systems.

Maybe what you need to consider doing is the add an additional chance of accident from having over a certain number of "logistics" ships in your fleet, so as to apply an accident chance to higher level play too. Say for example that beyond a certain number your fleet is simply getting too crowded whilst in transit between planets and battles and the presumably drunk civilian pilots of your logistics ships run the risk of bumping into each other in a crowded fleet, causing an accident.

Just my thoughts! ;)
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Thaago

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #603 on: May 03, 2012, 11:06:05 AM »

...

Maybe what you need to consider doing is the add an additional chance of accident from having over a certain number of "logistics" ships in your fleet, so as to apply an accident chance to higher level play too. Say for example that beyond a certain number your fleet is simply getting too crowded whilst in transit between planets and battles and the presumably drunk civilian pilots of your logistics ships run the risk of bumping into each other in a crowded fleet, causing an accident.

Just my thoughts! ;)

I think that what you are describing at the end of your post sounds exactly like the rational behind the FP limits and having accidents above them. Perhaps 100 is too large? Even in.51a I rarely went over 100 as the AI then didn't make large fleet battles at all interesting, at least to me. Many people really enjoy huge battles though, so they would not be happy with less FP.
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enigma74

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #604 on: May 03, 2012, 11:08:58 AM »

Hey I don't know if this is intended, but damaged enemy ships always run away at the start of a battle.  Fighter wings in particular will always retreat if not at full strength.

This means, even if I am faster on the strategic map than a fighter wing, it will simply turn around and flee at the beginning of every battle.  There's no way for me to force them into battle, and even auto-resolve won't kill them.
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icepick37

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #605 on: May 03, 2012, 11:15:45 AM »

Yeah I've seen this too, although I did manage to auto-resolve kill them.
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enigma74

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #606 on: May 03, 2012, 02:06:29 PM »

Another bug:

If you have so many supplies that you are over the cargo limit, you might have something like 200/150 cargo space used.  If you shift-click to sell a portion of those supplies, the cargo space still shows 200/150 cargo space used.  If you then "pick up" the remaining stack of supplies in your fleet inventory and "drop it" again, the supply count is properly updated.

Also, is it just me or is ship capture extremely difficult now?  I feel like the "boardable" rate has been cut to like 25% of what it was in the previous version.
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Mattk50

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #607 on: May 03, 2012, 02:49:29 PM »

The tritachyon station still seems bugged, its not getting new ships delivered.
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icepick37

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #608 on: May 03, 2012, 02:57:53 PM »

Also, is it just me or is ship capture extremely difficult now?  I feel like the "boardable" rate has been cut to like 25% of what it was in the previous version.

It was supposed to be.  :)
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Catra

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #609 on: May 03, 2012, 03:05:42 PM »

The tritachyon station still seems bugged, its not getting new ships delivered.

its fixed, its just got a low chance of delivering ships.
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neonesis

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #610 on: May 03, 2012, 03:06:54 PM »

Another bug:

If you have so many supplies that you are over the cargo limit, you might have something like 200/150 cargo space used.  If you shift-click to sell a portion of those supplies, the cargo space still shows 200/150 cargo space used.  If you then "pick up" the remaining stack of supplies in your fleet inventory and "drop it" again, the supply count is properly updated.

Also, is it just me or is ship capture extremely difficult now?  I feel like the "boardable" rate has been cut to like 25% of what it was in the previous version.
Hmm, seems like the bug I reported back at 0.51a? Alex stated it got fixed...

The tritachyon station still seems bugged, its not getting new ships delivered.
It's not anymore, it just delivers them in a rather slow manner.
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icepick37

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #611 on: May 03, 2012, 04:44:10 PM »

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Gaizokubanou

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #612 on: May 03, 2012, 05:57:56 PM »

I hope it's not a placebo but it looks like AI no longer spam shield against kinetic weapon spam.  And hounds no longer retreat endlessly so yay
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The Soldier

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #613 on: May 03, 2012, 06:36:47 PM »

Capital ships are rare Alex?  Try looking at your Hegemony Defense Fleet and your Tr-Tachyon Attack Fleets. ;D Every time one gets destroyed, one comes ten minutes later.
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icepick37

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Re: Starfarer 0.52a (Released) - Live Patch Notes
« Reply #614 on: May 03, 2012, 07:12:30 PM »

Capital ships are rare Alex?  Try looking at your Hegemony Defense Fleet and your Tr-Tachyon Attack Fleets. ;D Every time one gets destroyed, one comes ten minutes later.

Well the game would be utterly boring without that in for now.  :)
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