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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: Starsector 0.6a (Released) Patch Notes  (Read 445752 times)

arcibalde

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #30 on: March 14, 2013, 03:20:32 AM »

Nice. I'm eager to see how battle will work now  :)

edit: Oh, and Alex NOW is right time to give us that 0.6a version to test it for you  ;D  We gonna find bugs... and stuff... scout honor!  ::)   It's more of us then you, we will test it faster  ;D
« Last Edit: March 14, 2013, 03:25:05 AM by arcibalde »
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RawCode

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #31 on: March 14, 2013, 03:23:06 AM »

Quote
Ships traveling over their top speed (due to zero-flux coasting, for example) will automatically engage maneuvering thrusters to slow down
lateral movement removed from game, this is sad.

Code
Added ModPlugin interface:
looks like eventbus, praise gods.

Quote
Combat aptitude now raises maximum CR for piloted ship instead of providing a damage bonus
strange, personally i expected skills related to CR go to industry branch...

Quote
Mount&Blade
Noninstant combat shoud also allow to join in midtime and assist someone (or kill everything).
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Apophis

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #32 on: March 14, 2013, 05:07:23 AM »

Good improvements in general but i don't like the timer on the frigate. All ships should have the same mechanics.
Also i think it would be better to remove battle objectives completely.
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theSONY

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #33 on: March 14, 2013, 05:18:48 AM »

Good improvements in general but i don't like the timer on the frigate. All ships should have the same mechanics.
Also i think it would be better to remove battle objectives completely.

agree
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Histidine

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #34 on: March 14, 2013, 05:35:38 AM »

Most everything sounds great!
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Uomoz

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #35 on: March 14, 2013, 05:43:06 AM »

Good improvements in general but i don't like the timer on the frigate. All ships should have the same mechanics.
Also i think it would be better to remove battle objectives completely.

agree

+1 I guess.
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Barracuda

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #36 on: March 14, 2013, 05:45:11 AM »

Since the combat in the campaign is getting reworked, is it possible to make AI battles last a few days instead of getting immediately resolved? Like Mount&Blade, you can then come and assist in battles and so on. You could have a small window above showing how the battle is going. Would make the world feel more alive, right now all we see are small coloured circles going *poof* when they fly into each other.

If we do do this we shoulds make it kinda flashy as well. When two fleets come together their circles come together into one and mix colors. The ships will fly around and simulate fighting. Ships destroyed will explode and depending on how the battle is going and what phase they are in the ships will go head to head or run away.
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Gothars

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #37 on: March 14, 2013, 05:48:11 AM »

I'm sick in bed at the moment and this made me feel much better :)

I've got questions, though!


Campaign battles mechanics:
Take place as a series of engagements, that is, a single "battle" may involve several head-on engagements and a pursuit of one side's remaining ships
Only two battle types are a head-on engagement by the two fleets, or one fleet escaping and the other in pursuit

Maybe it is because of my condition, but I don't really get it. How can there be several head-on engagements? The "After a head on engagement"-options only seem to allow for an escape scenario next (assuming that "harry" is a pure text scenario).

Default battleSize increased from 100 to 200
Battle objectives no longer provide fleet points, only ship bonuses

Is it correct that ship deployment will no longer be staggered? Is there anything preventing us from deploying the whole fleet at once (aside from CR considerations vs. inferior opponents)?

Isn't that a huge blow to the usefulness of fast, small ships?


Extra CR cost for using missile weapons in combat, based on ammo remaining
Reduced missile ammo at below 30%, missile weapons at 0 ammo at 10%

Anything to counterbalance this? Missiles are not exactly overpowered at the moment, why would I want to choose them after this nerf?


Changes to how escape works

Mh, seems familiar... I smell steak here ;D


Very exciting all in all, can't wait to try it! (As everybody who ever said that I will wait though, despite my previously stated inability to do so. Language. Silly.)



lateral movement removed from game, this is sad.

Coasting or lateral movement are not removed! It just can't happen at speeds that are gained through some special means after those special means are discontinued. For example, after your maneuvering jets system stops you will drop back to your normal top speed.



Holy crap. Double battle size.
Not really, right. It's just getting all those points upfront instead of from objectives.

Added "Battle size" setting to gameplay settings screen, range is from 100 to 500 with the default at 200.

Holy crap. Double battle size at demand.
« Last Edit: March 14, 2013, 06:07:31 AM by Gothars »
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ValkyriaL

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #38 on: March 14, 2013, 06:05:19 AM »

Quote
Quote from: Alex on March 13, 2013, 07:52:34 PM
Extra CR cost for using missile weapons in combat, based on ammo remaining
Reduced missile ammo at below 30%, missile weapons at 0 ammo at 10%

Anything to counterbalance this? Missiles are not exactly overpowered at the moment, why would I want to choose them after this nerf?

You just destroyed the Valkyrians, their main weapon is missiles.. :'(
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sirboomalot

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #39 on: March 14, 2013, 07:00:25 AM »

It sounds to me like it will take a bit of fighting for the CR to drop low enough to affect things, missiles should be fine... I think...
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theSONY

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #40 on: March 14, 2013, 07:10:34 AM »

Quote
Quote from: Alex on March 13, 2013, 07:52:34 PM
Extra CR cost for using missile weapons in combat, based on ammo remaining
Reduced missile ammo at below 30%, missile weapons at 0 ammo at 10%

Anything to counterbalance this? Missiles are not exactly overpowered at the moment, why would I want to choose them after this nerf?

You just destroyed the Valkyrians, their main weapon is missiles.. :'(
shame abut the missiles too cuz i like to have long range supporting missile ship so when at the battle it's like tankers on front, long range at backs  so its like more like in strategy games (archers always at backs) & now battle will mostly be like brute power less strategy
its a damn shame
& i have a little faith in modding community that they can turn of those silly "time out" durning combat
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Sandremo

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #41 on: March 14, 2013, 08:21:46 AM »

Quote
Quote from: Alex on March 13, 2013, 07:52:34 PM
Extra CR cost for using missile weapons in combat, based on ammo remaining
Reduced missile ammo at below 30%, missile weapons at 0 ammo at 10%

Anything to counterbalance this? Missiles are not exactly overpowered at the moment, why would I want to choose them after this nerf?

You just destroyed the Valkyrians, their main weapon is missiles.. :'(

Now you can replace the missiles with BEAM WEAPONS! >: D

Anyway looks interesting. And now i wont have to curse about not having enough fleet points to buy ANY fighters.

-Sandremo
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Cycerin

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #42 on: March 14, 2013, 08:54:48 AM »

Why is everyone assuming missile weapons will now be useless? Weird. All we know is that there will be a slight penalty in CR for using all of them, forcing you to better judge if you need missiles to finish off an enemy ship. Adds opportunity cost and makes combat more tense. If you just want to spam missiles everywhere in a mod, the new API functions for modifying CR effects will probably let you diminish this penalty to taste.

If this makes missile weapons unattractive, there are plenty of ways to make them attractive again.
« Last Edit: March 14, 2013, 09:00:54 AM by Cycerin »
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arcibalde

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #43 on: March 14, 2013, 08:59:58 AM »

I'm just concern about enemy ships. AI is well known to be trigger happy with missiles. I hope this wont affect him much.
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Cycerin

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #44 on: March 14, 2013, 09:02:34 AM »

Dunno - it depends. For instance, I've often seen Lashers fire only one or two harpoons into a venting ship even when a full salvo would instantly kill that ship.
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