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Author Topic: Starfarer 0.53a (Released) Patch Notes  (Read 368085 times)

Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #300 on: July 03, 2012, 01:32:35 PM »

You just carved up and served Strifen's post, Alex. ;D

Hm, I don't believe I was doing that. Just answering his (very legitimate) questions as best I can.

Anyway, I still think the Tempest will be a bit OP with the Active Flares, and unless I'm misunderstanding something, don't they have a greater change to distract a regular missile?

You'll just have to wait and see! I mean, for all you know right now, "greater chance" could mean 1% greater. It doesn't, but that's not the point - the point is it's a little early to dissect it quite at that level :)
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CrashToDesktop

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #301 on: July 03, 2012, 01:40:48 PM »

Hopefully you knew that was a joke. ;D
Anyway, I shall wait and see for myself. ;)
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Strifen

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #302 on: July 03, 2012, 02:24:45 PM »

Thanks for the welcome, and wow that's a quicker response than I excpected.
  Some more things...

@sdmike1
  Seems they do get affected,but you SEEM to be right about the ECCM. Unguided missles don't magically gain tracking ...do they?

@Vandala
  That is a good point you make about balance concerning Missile defence, but taking into account the shield strength and ammount of Point Defenses of most high tech ships,plus the other systems they will be getting (Fortress Shield, Phase Skimmer/Teleporter, PD/Sensor Drones, High Energy Focus, and EMP Emitter) they seem to have missile defence far better covered than Lowtech ships and (especially) Midtechs - though that's assuming people use uniformed epoch based fleets, which is abit unlikely.

  The point was that it's very strange that the dominion would opt to equip the Tempest with a Flare launcher system when you take into account the other ships that have them - it screams "I don't belong here". Transport-Transport-Transport-Attack Frigate-Transport...

@Alex
1)Phase cloaks? http://en.memory-alpha.org/wiki/Cloaking_device#The_interphase_cloak with some sort of flux buildup? will enemy ships remain 'visible'?

2)I try to use missiles when the enemy ships 1-Shields drop 2-Vents 3-Overloads 4-are trying to stay in that sweet spot between my weapons range and theirs(Looking at you, hounds)
In these cases, usually point defenses, manuevering, momentum, recovery of shields, enemy allies, or lack of missile fuel are the reaons the missles fail. Some still hit, but not enough to make it worthwhile imo. Wonder what I could be doing wrong...I tend to stick with Pilrums, Sabots, and Harpoons for guided missles.

4) No tales of AI blunders and buffoonary? Drat.

3)I see...I assume then that flares can be shot down fairly easily with other weapons then? Will PDs Target flares? Will flares target Flares?

5)Gameplay-wise, makes sense. Lore-wise...not so much(as explained in @Vandala), but then again 6)Retrofitting!
« Last Edit: July 03, 2012, 04:25:08 PM by Strifen »
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Vandala

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #303 on: July 03, 2012, 04:39:29 PM »

I really can't bring myself to care about uniformity if it just works. A flare system was the one thing the Tempest was missing, it can already outgun anything that can catch up with it and outrun anything that can outgun it, the only problem it had was with missiles which tend to clump up around it and eventually overwhelm it (unless your a really skilled pilot). With a flare system it now has an answer for this problem.

Are you seriously telling me you're not happy with it because the kind of ships it shares this ability with are not alike enough?

The Astral, the Gemini and the Apogee are nothing alike either, yet they all share a drone system, is that not right either?

The Sunder, Aurora, and Odyssey are also quite different ships with the same system, is that not weird to you?

CrashToDesktop

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #304 on: July 03, 2012, 04:46:05 PM »

It's all about balance, how it will affect it in battle.  Personally, I've got to wait for the new version before I take a side.
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #305 on: July 03, 2012, 04:48:45 PM »

1)Phase cloaks? http://en.memory-alpha.org/wiki/Cloaking_device#The_interphase_cloak with some sort of flux buildup? will enemy ships remain 'visible'?

The specifics are TBD at the moment.

2)I try to use missiles when the enemy ships 1-Shields drop 2-Vents 3-Overloads 4-are trying to stay in that sweet spot between my weapons range and theirs(Looking at you, hounds)
In these cases, usually point defenses, manuevering, momentum, recovery of shields, enemy allies, or lack of missile fuel are the reaons the missles fail. Some still hit, but not enough to make it worthwhile imo. Wonder what I could be doing wrong...I tend to stick with Pilrums, Sabots, and Harpoons for guided missles.

Ah. Well, Pilums are a special case - meant for pressure and harassment, not so much for burst like the most other missiles. As for what you're doing - shields dropping by itself isn't enough to make using missiles automatic, as PD and movement can still counter them. It's important to consider that, and make sure you fire missiles when the relative velocities of the ships make a hit more likely. That's especially important vs frigates - I'd say a well-timed Harpoon has a solid chance to hit a Hound (probably still less than 50%, but relatively high - and a Hound is one of the hardest things to hit), and if it hits, its devastating.

3)I see...I assume then that flares can be shot down fairly easily with other weapons then? Will PDs Target flares? Will flares target Flares?

PD targets flares, yeah. Flares don't target other flares :)
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Vandala

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #306 on: July 03, 2012, 04:51:18 PM »

PD targets flares, yeah. Flares don't target other flares :)

Bwahaha, it be funny if they did, Tempest combat - Attack of the flares! Then again, that would probably be boring to watch.

Strifen

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #307 on: July 03, 2012, 06:55:25 PM »

Are you seriously telling me you're not happy with it because the kind of ships it shares this ability with are not alike enough?

The Astral, the Gemini and the Apogee are nothing alike either, yet they all share a drone system, is that not right either?

The Sunder, Aurora, and Odyssey are also quite different ships with the same system, is that not weird to you?
 1)Yes, in a sense(If by "not happy" you mean curious, and by "not alike enough" you mean "So drastically different and antiquated when compared to the Tempest it's strange")
  It stands out as a significantly different ship when compared to the rest of the ships with the system; what would happen lore-wise at the end of the Expansion epoch that would require a new advanced attack frigate to employ systems touted previously by only the slow, meek, and/or unshielded transports of (Presumably) bygone epochs?

  2)Highly variable Drone systems.
  The Astral is a Technologically advanced carrier and features heavily automated systems, but remains vulnerable due to size, speed, and weak armor; Advanced point defense drones make sense, though other systems such as engine or shield boosts would have also been quite viable.
  The Apogee, while it doesn't share much similarity with any other ships, save maybe in colour with the Shuttle, Gemini and Oddyssey and stats with the Aurora, is fitted to provide 360 shield coverage, has powerful shields, and strong engines, fitted with long range scanners, and is 'perfect for long-range exploration of hostile space'- It seems like a very paranoid ship, sensor drones suit it(that the sensor drones are equipped with Ion cannons is also suspicious, like it was designed for trying to capture some new and fairly unknown hostile.). That in this day and age it's quite useful for tech mining doesn't hurt too much either.
  I don't find that the Gemini having PD Drones is too strange, but I don't have too much of reference point; It was likely made during a time of some prosperity or intense trading considering the modular, quick releasing nature of its 'Cargo bay'; the lack of energy weapons but advanced shield indicates it might be an early-Midtech design; The Codex speculates about its flight deck being used for Mining drone repairs, but I'd guess it was used by Broadswords, Warthogs and Talons escorting the Gemini, and the PD Drones would only support that it was indeed equipped to deal with hostiles, likely Pirates.(That Codex entry about mining drone repair sure does have me wondering though...)

3)The Sunder, Aurora and Odyssey are all fairly heavily invested in the use of energy weapons so it's not weird to me.(I was also going to make connections here between the Sunder, Tempest(Both 'Expansion Epoch'), and later High-tech class hull structures, possible design connections, but I lost myself, and so I'll leave it at that.)

PD targets flares, yeah. Flares don't target other flares :)
 Ah, seems I phrased that incorrectly - actually, it might be better if I asked it like this: Will Flares act like Asteroids and bump off(Or 'explode' on) each other and ships, or will they act like Fighters and fly through each other and ships?
« Last Edit: July 03, 2012, 06:59:08 PM by Strifen »
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #308 on: July 03, 2012, 07:17:03 PM »

They act like guided missiles - they'll hit anything except for friendly ships (and explode on hit, doing some very minor damage).
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Vandala

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #309 on: July 03, 2012, 08:20:45 PM »

Amusing how you can come up with all these reasons for all these ships having the systems they do yet you do not extent this to the tempest.

You can clearly see that it is the utility of the system that matters, not the similarities between ships its mounted on.

The Tempest is a very advanced dog-fighter frigate, however it simply does not have the weapon package to deal with missiles, therefor, the flare system.

silentstormpt

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #310 on: July 04, 2012, 07:12:17 AM »

Hum Cloaks would be awesome to add on the Star Trek mod, theres quite a few special systems that fit right in the mod, some only need to change their name heh
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Hopelessnoob

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #311 on: July 04, 2012, 09:35:52 AM »

To celebrate this birth of this grand nation how about updated patch notes?
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Shoat

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #312 on: July 04, 2012, 01:00:12 PM »

To celebrate this birth of this grand nation how about updated patch notes?

Patch notes will be updated as soon as there is something to update them with.

This isn't a company where stuff is intentionally held back until the next major event/holiday where announcing it is "bigger".
As soon as Alex has some changes that he is certain will make it into the update, he'll add them to the preliminary patchnotes.
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BillyRueben

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #313 on: July 04, 2012, 01:12:36 PM »

Agree with the above; however a new blog post would be fantastic (as long as there is actually a topic to discuss).
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Micromystic

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #314 on: July 04, 2012, 02:34:38 PM »

Just some ideas. Food for thought as the saying goes...

I think a good ship system would be an energy overcharge. All energy weapons begin firing high intensity lazers at a rapid rate. But the downside is it wont stop firing until you overcharge your generator, flux usage is increased drastically, and shields are disabled.
Also an idea would be for ship modification would be like purchasing like cargo, crew, or fuel etc. etc. upgrades units. these "units" take space and depending on the ship a limited number of them. aka bigger ship gets more units, smaller less. you could also do something like the more units you have the weaker your hull is or the units can be destroyed. Something along those lines.
I think the inventory menu should be divided up by each ship. This would make mothballing ships so much easier and it would add a different touch to the inventory managing. if a ship is destroyed or disabled  some if not all inventory is lost.
And as a side note enemy crew should be capture-able.  it makes sense right?
Anyway i don't mean to sound cynical. this is an amazing game and i just love it. keep up the good work.  :) :)
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