Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 35 36 [37] 38 39 ... 50

Author Topic: Blog Posts  (Read 337524 times)

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Blog Posts
« Reply #540 on: July 12, 2012, 01:39:15 PM »

Always nice to see a blog post up when you check up on the game :)

I really like the way it sounds although I would like it if the phase ships were harder to detect, perhaps they should start off more or less invisible (or there actual size be hidden) and then become more visible as they stay phased or there phase-in/ phase-out could be adjusted.

Would having anti-phase weaponry that dephases a phased ship work (this could be just a weapon that acts as a sonar pulse that reveals all phased ships, could be put on a phased ship who has to decide to look for other and reveal my position or stay hidden)?

Would having different levels of phase each with its own advantages and disadvantages (e.g. fully-phased: invisible - but cannot see as far, goes slower or builds flux faster;)



If I remember my submarine history correctly I think Alex may have actually created what WWII subs were like, other than the being visible while submerged. The submarines of that period, at least to a certain degree, not truly at home under the water, moved faster on the surface, and had to surface relatively often when compared to modern subs (due to limited air replenishment, engine tech, and torp tech).

Thanks!

Hmm. What you're describing, with different phase levels, makes "sense" in terms of how a phase cloak might operate - but the question is, does it add enough to the game to warrant the extra complexity? The key reasons for moving away from "full invisibility" are the difficulty in getting the AI to do deal with that intelligently, and how much it would change the current gameplay. This sounds even more involved :)

Interesting point about WWII subs - to extend that analogy further, we could say that phase ships in SF are equivalent to subs that are always at "up periscope". Hovering right on the edge of p-space, as it were.
Logged

Upgradecap

  • Admiral
  • *****
  • Posts: 5422
  • CEO of the TimCORP
    • View Profile
Re: Blog Posts
« Reply #541 on: July 12, 2012, 02:16:04 PM »

I'd actually say it does add enough to the  game to warrant the needed complexity for gameplay purposes, just to have more immersive and interesting phase-gameplay. :D
« Last Edit: July 12, 2012, 02:17:41 PM by Upgradecap »
Logged

intothewildblueyonder

  • Captain
  • ****
  • Posts: 278
    • View Profile
Re: Blog Posts
« Reply #542 on: July 12, 2012, 02:26:22 PM »

quick question what is seen by the opposing side, and the AI, of the phased ship? Just the "anchor", the entire ship, vague outline, weapons, orientation, etc ?
Logged

Faiter119

  • Admiral
  • *****
  • Posts: 1402
    • View Profile
Re: Blog Posts
« Reply #543 on: July 12, 2012, 02:37:54 PM »

quick question what is seen by the opposing side, and the AI, of the phased ship? Just the "anchor", the entire ship, vague outline, weapons, orientation, etc ?

Just the same as you see. EX: The pic in the blog post.
Logged

Temjin

  • Captain
  • ****
  • Posts: 461
    • View Profile
Re: Blog Posts
« Reply #544 on: July 12, 2012, 04:17:32 PM »

I'd actually say it does add enough to the  game to warrant the needed complexity for gameplay purposes, just to have more immersive and interesting phase-gameplay. :D

I don't really see how it benefits us at all. KISS (Keep It Simple, Stupid) as a principle works pretty well in Starfarer. Let's hash the system out in its current form before adding needless complexity. I'm not even completely sure how what you're advocating would really help gameplay.
Logged

Upgradecap

  • Admiral
  • *****
  • Posts: 5422
  • CEO of the TimCORP
    • View Profile
Re: Blog Posts
« Reply #545 on: July 12, 2012, 04:25:17 PM »

Well, I'd actually like to see entirely phase out ships, because that's what my subconscious keeps telling me that they are and should be doing, but in the other hand, here's this feature which really doesn't give you as much of a cloak and only gives you the ability of not being hit. That's not really what I had in mind when I thought "phase ships"
Logged

Strifen

  • Commander
  • ***
  • Posts: 117
    • View Profile
Re: Blog Posts
« Reply #546 on: July 12, 2012, 06:41:08 PM »

Well, I'd actually like to see entirely phase out ships, because that's what my subconscious keeps telling me that they are and should be doing, but in the other hand, here's this feature which really doesn't give you as much of a cloak and only gives you the ability of not being hit. That's not really what I had in mind when I thought "phase ships"

The Phase ships will be probably be invisible on the battle map; I'm not 100% sure what sort of sensor-tech they have in Starfarer, but that's what seems likely - having to make 'visual' contact (barring map 'bonuses' from buoys and sensor arrays) with a Phased ship; might screw around with long-range missile volleys aswell.

Need to re-read the blog/forum post(s), I may have missed something...
Logged

Temjin

  • Captain
  • ****
  • Posts: 461
    • View Profile
Re: Blog Posts
« Reply #547 on: July 12, 2012, 07:04:38 PM »

Well, I'd actually like to see entirely phase out ships, because that's what my subconscious keeps telling me that they are and should be doing, but in the other hand, here's this feature which really doesn't give you as much of a cloak and only gives you the ability of not being hit. That's not really what I had in mind when I thought "phase ships"

Really? At-will invulnerability is not good enough for you? You want invisibility too?

I really like this mechanic. It adds a new wrinkle to the combat we know and love, without massive disruption, and it doesn't fall into the sci-fi trope of "cloaking."
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23987
    • View Profile
Re: Blog Posts
« Reply #548 on: July 12, 2012, 07:37:40 PM »

quick question what is seen by the opposing side, and the AI, of the phased ship? Just the "anchor", the entire ship, vague outline, weapons, orientation, etc ?

Just the same as you see. EX: The pic in the blog post.

Just to confirm here - yep, that's exactly right. Both sides see the same thing.
Logged

arwan

  • Admiral
  • *****
  • Posts: 668
    • View Profile
Re: Blog Posts
« Reply #549 on: July 12, 2012, 07:56:55 PM »

interesting implementation.  i saw as well that you stated that currently in the testing phase that all ships with phase can stay phased out for the same amount of time.. (without trying to sound too overbearing) i hope that does not stay like that. i would imagine just like shields, phase would have varying levels of effectiveness for uniqueness. also the picture looked rather cool. i envisioned some type of sprite animation on the phase coils.

also i would drool for some phase fighters. perhaps some of those fighter sprites i have seen that was told were eventually coming to the game.

in particular i am thinking of these

Logged
Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Squigzilla

  • Commander
  • ***
  • Posts: 114
  • SQUIG Industries
    • View Profile
Re: Blog Posts
« Reply #550 on: July 12, 2012, 10:13:08 PM »

Alex, I've got a quick question: how does missile targeting interact with phase ships? More specifically, are missiles able to track a phased ship, or will their engines shut off when their target enters p-space? My question mostly relates to pilums, since most other missiles don't have enough range to loop around and make a second pass at their target if they miss the first time.
Logged
High Admiral Davian MacNaile of the SQUIG Industries Human Resources Motivational Flotilla

mendonca

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: Blog Posts
« Reply #551 on: July 13, 2012, 01:07:33 AM »

I don't really see how it benefits us at all. KISS (Keep It Simple, Stupid) as a principle works pretty well in Starfarer. Let's hash the system out in its current form before adding needless complexity. I'm not even completely sure how what you're advocating would really help gameplay.

My own opinion is that Starfarer works so well because of this, albeit there are so many interesting, interwoven 'KISS'-based dynamics that work particularly well together the nett result is something so apparently complicated while remaining surprisingly intuitive.
Logged


"I'm doing it, I'm making them purple! No one can stop me!"

sdmike1

  • Admiral
  • *****
  • Posts: 820
  • Dyslexics of the world, untie!
    • View Profile
Re: Blog Posts
« Reply #552 on: July 13, 2012, 07:43:43 AM »

Alex, I've got a quick question: how does missile targeting interact with phase ships? More specifically, are missiles able to track a phased ship, or will their engines shut off when their target enters p-space? My question mostly relates to pilums, since most other missiles don't have enough range to loop around and make a second pass at their target if they miss the first time.
they loop around and make a second pass

intothewildblueyonder

  • Captain
  • ****
  • Posts: 278
    • View Profile
Re: Blog Posts
« Reply #553 on: July 13, 2012, 11:58:59 AM »

Well now that there is phasing I don't have to feel as bad about filling up a ship with tach-lances. I can always tell myself that I could be snuck-up on approached-by by a ship with phasing.
Logged

Squigzilla

  • Commander
  • ***
  • Posts: 114
  • SQUIG Industries
    • View Profile
Re: Blog Posts
« Reply #554 on: July 14, 2012, 01:46:59 PM »

Alex, I've got a quick question: how does missile targeting interact with phase ships? More specifically, are missiles able to track a phased ship, or will their engines shut off when their target enters p-space? My question mostly relates to pilums, since most other missiles don't have enough range to loop around and make a second pass at their target if they miss the first time.
they loop around and make a second pass

Thanks for the clarification :D

Well now that there is phasing I don't have to feel as bad about filling up a ship with tach-lances. I can always tell myself that I could be snuck-up on approached-by by a ship with phasing.

That brings up an interesting question: how common will phase ships be in the campaign, and which factions will use them?  Depending on how recently phasing technology was developed and how widely it was employed, they could be rare examples of cutting-edge technology or specialist ships supporting most decently-sized fleets.  Personally, I'd prefer the latter -- it would be a real shame to spend so much time fine-tuning the phasing mechanic only to have phase ships barely appear in the campaign.
Logged
High Admiral Davian MacNaile of the SQUIG Industries Human Resources Motivational Flotilla
Pages: 1 ... 35 36 [37] 38 39 ... 50