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Author Topic: Starfarer 0.54a (Released) Patch Notes  (Read 312079 times)

Alex

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #90 on: September 21, 2012, 02:58:53 PM »

It's the "always save on exit, no reloading" mode.

It's probably to relieve some of the overly heated debate we've seen surrounding such a thing, haha.

It's actually not in response to the debate(s) - was always a planned feature, and since I was working on character creation anyway, seemed like a good time to add it.


Also don't rush the man. I expect a few more weeks of tinkering/bug fixing and new features.

Oh, the irony of that being intended as not rushing me :)
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naufrago

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #91 on: September 21, 2012, 02:59:49 PM »

Well, it's both - don't underestimate the impact of being able to dissipate soft flux while phased.

Don't get me wrong, I definitely think it'll be worth 17FP with the changes to phase cloaking, I was just hoping it would keep the 20FP cost and receive some other buffs- something like a built-in weapon along with some minor buffs to dissipation and/or OP. Make it live up to the name "Doom", sorta thing.
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Upgradecap

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #92 on: September 21, 2012, 03:02:10 PM »

I'd actually love to see the sensor-stuff on phase ships that was previously suggested in the suggestion boards. But, i can understand alex not wanting this - and if that's the case, then i hope we can see some moddability of that system :)

Anyways, i like the way the skills are forming, and the way characters are created now does indeed make for a few interesting modding solutions, hmmm ;)

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icepick37

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #93 on: September 21, 2012, 03:05:18 PM »

It's the "always save on exit, no reloading" mode.
Sweeeeeeeet.  :D

Also don't rush the man. I expect a few more months of tinkering/bug fixing and new features.

Oh, the irony of that being intended as not rushing me :)
There I fixed it. ;P
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erynr73

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #94 on: September 21, 2012, 03:19:51 PM »

"Augmented Engines no longer has flux dissipation penalty, engines take 2x longer to repair instead"

I'm a max flux dissipation max speed style pilot and this makes me giggle like a Japanese schoolgirl on speed.  Wants to play it noaws...
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Reshy

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #95 on: September 21, 2012, 03:25:02 PM »

I don't get why they need arbitary penalties to the modifications.  But whatever.
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Upgradecap

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #96 on: September 21, 2012, 03:25:56 PM »

I don't get why they need arbitary penalties to the modifications.  But whatever.

One would assume to not make them no-brainers.
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icepick37

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #97 on: September 21, 2012, 03:27:00 PM »

Yeah, choices aren't real choices if they aren't aren't interesting.
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naufrago

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #98 on: September 21, 2012, 03:28:02 PM »

I don't get why they need arbitary penalties to the modifications.  But whatever.

So a hullmod can have bigger a benefit without its OP cost being prohibitively expensive. Otherwise it would be a no-brainer rather than an interesting decision.
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Reshy

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #99 on: September 21, 2012, 03:30:30 PM »

I don't get why they need arbitary penalties to the modifications.  But whatever.

One would assume to not make them no-brainers.


Then why don't all hull mods have penalties.  The only reason I can think of is penalizing popular mods because they're popular.
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Upgradecap

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #100 on: September 21, 2012, 03:33:48 PM »

Yeah, we can lower the OP cost of all hullmods down to zero, and remove penalties. But where's the fun in that, when you know that you don't really have a choice to make other than spam-click on every hullmod
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icepick37

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #101 on: September 21, 2012, 03:40:42 PM »

Then why don't all hull mods have penalties.  The only reason I can think of is penalizing popular mods because they're popular.
Some of the choices are interesting enough just with op cost. Usually the weaker ones.
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Reshy

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #102 on: September 21, 2012, 04:41:15 PM »

Then why don't all hull mods have penalties.  The only reason I can think of is penalizing popular mods because they're popular.
Some of the choices are interesting enough just with op cost. Usually the weaker ones.


So instead of making the less useful hullmods more useful you nerf the better ones so that they're just as mediocre as the rest of the mods? 
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Uomoz

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #103 on: September 21, 2012, 05:09:56 PM »

Then why don't all hull mods have penalties.  The only reason I can think of is penalizing popular mods because they're popular.
Some of the choices are interesting enough just with op cost. Usually the weaker ones.


So instead of making the less useful hullmods more useful you nerf the better ones so that they're just as balanced as the rest of the mods? 

Fixed it for you. Take a deep breath before posting ;)
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Reshy

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Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #104 on: September 21, 2012, 05:42:38 PM »

Then why don't all hull mods have penalties.  The only reason I can think of is penalizing popular mods because they're popular.
Some of the choices are interesting enough just with op cost. Usually the weaker ones.


So instead of making the less useful hullmods more useful you nerf the better ones so that they're just as balanced as the rest of the mods? 

Fixed it for you. Take a deep breath before posting ;)


I'm perfectly calm, what gives you the idea otherwise.  I just saw this all happen before where whatever was good was nerfed until you were flummoxed by indecision because everything was terrible.  I recommend you watch this video at least:  http://penny-arcade.com/patv/episode/perfect-imbalance
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