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Starsector 0.95a is out! (03/26/21)

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Author Topic: Starsector 0.54.1a (Released) Patch Notes  (Read 165642 times)

StahnAileron

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #210 on: January 06, 2013, 11:26:26 AM »

Am I the only one not really liking the new UI sounds? Too "clicky", IMHO. I prefer the old sounds: more smooth/flowing for lack of better terms. The new ones are starting to grate on my nerves already and I only play for about 10 minutes.

I think the fact they CLICK when you hover over the buttons and click differently when you actually press the button is a bit much. That's 2 clicks. Considering how menu-driven the game is on the sector map, that's really overdoing it. I think the SFX for hover should be removed or made something less "intrusive" on the ears. Actually, why the UI SFX change to begin with...????
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Alex

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #211 on: January 06, 2013, 11:52:29 AM »

@Gabrybbo: Glad you like the changes :)

Re: Aurora - yeah, that was really the point. The front shield was just very much at odds with its intended "attack cruiser" role, especially, as you say, given the weapon mount configuration.

Re: Guardian - right. Hmm. That's a tough one because you can manually turn off autofire when there's a danger of that, but it's awkward, and not always practical - especially if it's in a group with other PD that you still want firing. But I don't think making it only target missiles would work well, either - there are cases when you *do* want beam PD to fire at shields.


Am I the only one not really liking the new UI sounds? Too "clicky", IMHO. I prefer the old sounds: more smooth/flowing for lack of better terms. The new ones are starting to grate on my nerves already and I only play for about 10 minutes.

I think the fact they CLICK when you hover over the buttons and click differently when you actually press the button is a bit much. That's 2 clicks. Considering how menu-driven the game is on the sector map, that's really overdoing it. I think the SFX for hover should be removed or made something less "intrusive" on the ears. Actually, why the UI SFX change to begin with...????

Thank you for your feedback.

One thing to keep in mind here is that the button click sounds show up in more places that they ultimately will. They're also still being tweaked, so I hope you'll wait to pass final judgment on 'em. Personally, I think the new sounds - both the button ones and the ones in the command UI - work a lot better than the previous ones overall, just in terms of creating the right feel for the UI.
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Wyvern

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #212 on: January 06, 2013, 12:24:46 PM »

Re: Guardian: I still think some system of setting in-game weapon hints would be useful - then you could do things when building a variant like say "fire on shields only at sustained rate" or "prioritize fighters over missiles" or the like, and have that be a per-player setting rather than a global applies-to-all-Guardians-everywhere setting.
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Cycerin

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #213 on: January 06, 2013, 12:27:39 PM »

I really like the new UI sounds. They feel "dryer" and more responsive than the last batch, quite nice. Hope there is a revamp of the weapon sounds coming too, you know how I feel about that "pew." noise being used for half of the energy weapons in the game.  ;D
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Chancellor Meatsteak

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #214 on: January 06, 2013, 01:20:10 PM »

Regarding the menu sounds, the 'clicky' sounds are fine in and of themselves. The problem with them is that they are at odds with the 'beep boop' sound all other UI elements make. Additionally, the 'clicky' noises gives me the impression that the UI is a more civilian piece designed with comfort in mind, since if the designers of the UI didn't care about how pretty it sounds they would have just put in a plain 'beep' instead. Given that most ships in Starsector are either warships or freighters, and that 'beep boop' sounds more 'science fictiony', I would say that the 'clicky' noises should be replaced with something else.
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Tarran

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #215 on: January 06, 2013, 01:20:48 PM »

Honestly, I felt the old menu UI sounds were smoother and nicer. I don't know why, but the new UI sounds seem more fitting for a--what would you call it--board strategy game or something? In addition, at least to me, it seems to fit less with the visual UI.

The in-combat sounds... well, I suppose it depends on how high tech the equipment being used is supposed to be. Because the new waypoint sounds have a noticeable crackle and a slightly over-serious 'appearance' noise. Same goes with the cancel-waypoint noise.

But that's just me. There's a decent chance that there's some bias towards the old sounds. The old sounds, admittedly, were a little soft, but the new sounds to me seem a little too rough/serious. Then again, I have no idea of the level of equipment the player is supposed to be using.
« Last Edit: January 06, 2013, 01:22:58 PM by Tarran »
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Chancellor Meatsteak

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #216 on: January 06, 2013, 01:38:33 PM »

The in-combat sounds... well, I suppose it depends on how high tech the equipment being used is supposed to be. Because the new waypoint sounds have a noticeable crackle and a slightly over-serious 'appearance' noise. Same goes with the cancel-waypoint noise.

But that's just me. There's a decent chance that there's some bias towards the old sounds. The old sounds, admittedly, were a little soft, but the new sounds to me seem a little too rough/serious. Then again, I have no idea of the level of equipment the player is supposed to be using.

Given the dystopic nature of the setting I would say the more recent, "rougher" combat sounds are fine. A smooth, clear tone carries the implication that the equipment is new and shiny, while a rougher tone implies the equipment is either old or in somewhat poor condition.
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Dri

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #217 on: January 06, 2013, 02:07:12 PM »

I like the new UI sounds too. Change is often painful but I think given time most players complaining now will either become neutral about it or even grow into them. :D

Now, just really REALLY hoping for some meaty work to be done on the campaign for as much fun as it it is to fly around, level up, and nuke pretty much every fleet I come up against, it is starting to drag. I'd love some character interactions and pretty much anything to do other than pure combat related stuff. The campaign is really gonna slow down leveling speed and ship acquisition, right? I really hope it is as even on Ironman mode I've pretty much "won" the current game as soon as I get a destroyer fully fitted...

Also, are you fairly satisfied with skill balance? Technology seems insanely powerful with +50% OP - don't get me wrong, its hella fun to have that much OP to design ships with - its just... wowza. ;D Now on the opposite side - Leadership also seems rather limited right now but I heard you were thinking of adding something in for fighters which would really flesh it out.

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obihal

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #218 on: January 06, 2013, 02:41:35 PM »

Where can i but the tachyon lance.  i read at the notes and want to try.
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Faiter119

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #219 on: January 06, 2013, 02:48:02 PM »

Where can i but the tachyon lance.  i read at the notes and want to try.

Its sold at the TriTach station, but its not always there. You can try it in the refit simulator though.
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xenoargh

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #220 on: January 06, 2013, 03:41:31 PM »

Can't wait to have time to install this and check it out!  Great changelog, and as for the name change, you could call this Star Farers (eating mutant meteor muffins)* for all I care.

*in eeny-weeny type.  It worked for Peter Molyneux.
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xanderh

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #221 on: January 06, 2013, 11:56:47 PM »

Slight problem: I moved my save files and installed the same mods again, and they turned out to be incompatible. The save files just don't work in the new version.

I found out that the AI discovered ramming is a valid strategy: I had an apogee and a tempest. The tempest was escorting me. The AI had a dominator (the big low-tech cruiser) and an enforcer left. I focused on the enforcer to take it out, while the tempest was distracting the dominator. I put some distance between me and the dominator, and the enforcer was almost down. The tempest was between me and the dominator. The dominator then turned towards me, fired up his burn drive, and disabled my tempest before he could move out of the way.

The tachyon lance is incredibly useful against capital ships now. It's hilarious to watch an onslaught lose 90-95 % of its firepower by only firing two weapon slots. Great defensive weapon. I'm not using it on my paragon, though. The autopulse lasers with expanded magasines are just too good to give it up :)
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ThePinkPanzer

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #222 on: January 07, 2013, 03:19:31 AM »

Not everyone on this forum thinks that way you know.

No ***, the name isn't changing again, deal with it.
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Tarran

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #223 on: January 07, 2013, 05:58:54 AM »

I really don't get why you're attacking me. I think you mistook what I said. And as I have expressed on this thread I myself really don't care much about the actual name.
« Last Edit: January 07, 2013, 06:02:01 AM by Tarran »
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Sproginator

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Re: Starsector 0.54.1a (Released) Patch Notes
« Reply #224 on: January 07, 2013, 06:23:21 AM »

Not everyone on this forum thinks that way you know.

No ***, the name isn't changing again, deal with it.

Woah chill bro, he didn't mean that offensively :O
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