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

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Author Topic: Starsector 0.6a (Released) Patch Notes  (Read 553286 times)

RawCode

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #75 on: March 14, 2013, 11:35:05 PM »

IMHO
As stated in devlog mods will have chance to alter effects of CR, there is completely no reason to complain about existing mods with imbalanced ships become ever more imbalanced.

for vanilla - high cost of missiles shoud encourage player to think abit, not just shooting reapers from all possible mounts to halfdead hound.
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Foxd1e

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #76 on: March 14, 2013, 11:44:35 PM »

So pretty much the Escape Phase becomes the Frigates time to shine? That's cool and makes sense.
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Gabrybbo

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #77 on: March 15, 2013, 01:41:12 AM »

Oh, I think I forgot to mention one thing about the role of frigates in escape-style battles. The pursuing side can choose to deploy their fighters and frigates from the left or right instead of at the bottom. That potentially brings those ships closer to the flanks of the retreating fleet and also puts them in much better position to control some of the objectives. As you might imagine, control of the Nav Buoy points can make or break an escape. On the flip side, when you're escaping, having fast escort ships to control or at least contest those is what gives larger ships a chance to get away.

This i like :3
Now there's a reason to have a slow assault fighter wing with a heavy destroyer's firepower and staying power in your fleet, if said wing can be deployed in the enemy's flank right from the start.

Also, i assume that each frigate and fighter wing will be able to be deployed on a different side of the battlefield, so i can deploy half my fighters on the right and half on the left, is this right?
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Gothars

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #78 on: March 15, 2013, 08:08:53 AM »

One problem with the cost for missile firing is that the optimal playstile is to not use them. This would emphasize it much more. Isn't it kinda stupid to equip my ship with something that makes me feel bad when using it?
Well, that's not entirely true, is it? Presumably, using the missile successfully has some benefit, too. Getting a faster kill is often more than about just saving time - you're also potentially saving damage taken by your ships.

Rereading, I think I misunderstood your idea about giving back CR for not firing missiles. Sry 'bout that. I thought you wanted both mechanisms together, which would have been a bit much.


Anyway...

Do you still plan a blogpost about the new combat mechanics? I think they deserve more then a few lines of explanation :)

And: will missions be influenced by CR or the new combat mechanics in any way? For some of the missions very low or high CR would be plausible. Will there be multi-part missions?
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RawCode

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #79 on: March 15, 2013, 08:12:32 AM »

can you add Ship\Person name manager plugins (or name generation event)

static files are OK but there are TONS of runtime generators to do this job much more better then game can.
controlling ship names already possible, but name generation event will improve situation a lot.
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JT

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #80 on: March 15, 2013, 09:27:26 AM »

The tactical decision now is just how much/what composition you want to deploy. You're basically betting what you think you can handle.

How does the AI handle this? I'm guessing it's just going to deploy everything, but it would be nice if it tried to conserve its own CR in case your fleet is much smaller. You know, for future battles and such.

The idea is that the AI will try to avoid over-deploying - i.e. it'll try to top what you have on the field, within reason. If it does end up over-committing, it can always "stand down" after combat to get the CR back, at the cost of letting you get away. Assuming it managed to win, that is.

Hrm, thinking on this, does this affect the pre-battle deployment? I.e., does this mean that the AI always "moves last" in pre-battle deployments and will always commit more than what you've declared, or is it processed in real time on an I-go-you-go system where when you add a ship, it adds a ship (or ships) and then waits for you to commit more, continuing to do so until there are no ships left to commit or you decide not to commit any more?

Or is the pre-battle deployment simply a double-blind guess and then the only amount of tactical deployment comes in the battle phase? A double-blind guess in this case would be remarkably odd, since you're already able on the campaign level to detect discrete classes of enemy ships at range, but that at that level of sensor resolution still somehow unable to detect which units are moving for an intercept versus which ones are hanging back...?

I suppose this could be handwaved by explaining that what your sensors are actually doing on the campaign level is reading mass footprints and energy footprints: where each "fleet" reads as one gigantic "blur" on your scope, and then using advanced spectrometry and computer heuristics you're able to decode what that "blur" is composed of, but don't have nearly enough detail to determine the individual positions of each unit in the blur. (The little ships floating around on the map are the actual physical representations of the ships if you had an omniscient perspective, but don't represent what you as a person can actually see.)
« Last Edit: March 15, 2013, 09:32:35 AM by JT »
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Sproginator

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #81 on: March 15, 2013, 09:31:44 AM »

Will this break any mods? Will I have to add anything extra?
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robokill

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #82 on: March 15, 2013, 09:42:08 AM »

Would it be possible to have fuel alongside the supplies to be used to effect C.R.? This would give fuel actual use in the game.
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Gothars

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #83 on: March 15, 2013, 10:08:27 AM »

Hrm, thinking on this, does this affect the pre-battle deployment? I.e., does this mean that the AI always "moves last" in pre-battle deployments and will always commit more than what you've declared, or is it processed in real time on an I-go-you-go system where when you add a ship, it adds a ship (or ships) and then waits for you to commit more, continuing to do so until there are no ships left to commit or you decide not to commit any more?

I would assume that the inferior fleets always deploys all ships, and the superior fleet, knowing the total enemy strength, deploys that and then some. Or is there any reason for the inferior fleet to under-deploy?


Mh, if phase ships end up being invisible on the campaign map/prior to a battle, this could result in some very nice opportunities for traps. Imagine leaving your heavy ships behind and speeding across the map with your frigates to quickly take out the enemy transporter, when suddenly a Doom emerges from the fog of war  :)


Would it be possible to have fuel alongside the supplies to be used to effect C.R.? This would give fuel actual use in the game.

It will get useful once interstellar travel is implemented. No need for stop-gap mechanics here, I think.
« Last Edit: March 15, 2013, 10:10:43 AM by Gothars »
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #84 on: March 15, 2013, 11:03:59 AM »

Also, i assume that each frigate and fighter wing will be able to be deployed on a different side of the battlefield, so i can deploy half my fighters on the right and half on the left, is this right?

The way it works right now is clicking on a fighter/frigate cycles through "deploy", "deploy left", and "deploy right". So, any combination you like.


Do you still plan a blogpost about the new combat mechanics? I think they deserve more then a few lines of explanation :)

And: will missions be influenced by CR or the new combat mechanics in any way? For some of the missions very low or high CR would be plausible. Will there be multi-part missions?

Yeah, I'd still like to write a blog post about it.

As far as missions, still working that through. Definitely no multi-part ones, but whether CR will be adjustable via the API (or whether it'll just default to the maximum value for a given crew level) is TBD.


Hrm, thinking on this, does this affect the pre-battle deployment? I.e., does this mean that the AI always "moves last" in pre-battle deployments and will always commit more than what you've declared, or is it processed in real time on an I-go-you-go system where when you add a ship, it adds a ship (or ships) and then waits for you to commit more, continuing to do so until there are no ships left to commit or you decide not to commit any more?

With the caveat that I haven't touched the AI yet, I imagine it'll probably deploy a fighter wing or a fighter and then escalate from there to match what's on the field. So, like the latter option you've described.


can you add Ship\Person name manager plugins (or name generation event)

static files are OK but there are TONS of runtime generators to do this job much more better then game can.
controlling ship names already possible, but name generation event will improve situation a lot.

I'll take a look. Let's not turn this into "request a feature", though, especially if the feature is totally unrelated to stuff in the notes. There's the suggestions forum for that.


Will this break any mods? Will I have to add anything extra?

Probably, though I'm trying to minimize breaking changes. Wouldn't worry about it overmuch just now, the release is quite a ways off.



I would assume that the inferior fleets always deploys all ships, and the superior fleet, knowing the total enemy strength, deploys that and then some. Or is there any reason for the inferior fleet to under-deploy?

I'd imagine a lot of the time the inferior fleet is the player's, in which case, I think so. You also can't count on the inferior fleet still being small enough to fully deploy within the battlesize limit, which is now player-adjustable.
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xanderh

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #85 on: March 15, 2013, 11:34:54 AM »

Looking forward to the patch, it sounds great.

Any details on the speed buff for frigates? I don't think anyone would mind getting all the numbers as they are right now ;)
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Sloul

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #86 on: March 15, 2013, 04:26:34 PM »

Looks promising  :)
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #87 on: March 15, 2013, 04:31:55 PM »

Any details on the speed buff for frigates? I don't think anyone would mind getting all the numbers as they are right now ;)

Roughly in the +25 (flat, not percentage) range.
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Sproginator

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #88 on: March 15, 2013, 06:01:22 PM »

Well, I look forward to the release, however, is there anyway to have a kind of difficulty setting that disables the C.R features?
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Wyvern

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #89 on: March 15, 2013, 06:05:35 PM »

That sounds a bit like asking for a difficulty setting that disables shields...

You'll probably be able to at least mostly disable it via mods, though.
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