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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: Starsector 0.7a (Released) Patch Notes  (Read 487064 times)

Psilous

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1260 on: November 26, 2015, 09:09:03 PM »

no it's the following at a safe distance command that they are running too perfectly.
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Alex

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1261 on: November 26, 2015, 09:10:07 PM »

Ah, when they're "maintaining contact"? Right, right. Yeah, I see your point.
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Psilous

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1262 on: November 26, 2015, 09:11:16 PM »

and that ties into bounty hunts and such because they have a hard point that they are trying to stay around (the planet) and so they will maintain contact perfectly on the peripheral of your sensor range even if you go dark. It's just too perfect.
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TaLaR

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1263 on: November 26, 2015, 09:58:58 PM »

no it's the following at a safe distance command that they are running too perfectly.

Actually, it's quite imperfect: several times I just turned around and caught such following fleet (no Emergency Burn involved). I also don't think they try to keep on sensor range brink, they obviously follow me much closer than that.
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Serenitis

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1264 on: November 26, 2015, 10:37:14 PM »

The 5% boarding thing probably wouldn't feel like such a gyp if there could be more than one boarding action per battle.
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Cik

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1265 on: November 26, 2015, 10:39:10 PM »

@alex, have you considered adding surrendering back into the game? IIRC it was in at one point that civilian ships would surrender if their escorts were destroyed. i think it would be a good addition. as it is, everyone seems way too happy to go out in a fusion fireball when they have zero chance of survival.
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dis astranagant

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1266 on: November 26, 2015, 11:15:02 PM »

Really needs some kind of sanity checking so I'm not starting the game with a bunch of bounties that all expire almost immediately.  And maybe force a named pirate bounty in Corvus at start so people who don't want to trade don't have to startscum.
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TheHengeProphet

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1267 on: November 26, 2015, 11:16:55 PM »

Thanks for the explanation of sensors, though broad.  Yeah, I think in-game explanations would help.
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Pushover

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1268 on: November 26, 2015, 11:31:53 PM »

Really needs some kind of sanity checking so I'm not starting the game with a bunch of bounties that all expire almost immediately.  And maybe force a named pirate bounty in Corvus at start so people who don't want to trade don't have to startscum.
Jangala always begins with an active bounty, although it's harder to find pirates now since they tend to hide around.
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planeswalker

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1269 on: November 27, 2015, 04:09:57 AM »

Oh and before I forget, another note/suggestion Alex.

There needs to be some sort of 'safe spawn' zone on the edges of the map where there can be no enemies or stray rocks.

For example, you spawn south in a frigate such as the wolf, while your spawning/warping in you are uncontrollable and you run smack bang into an Asteroid which depending on size, will just nudge you abit for the small ones, send you spinning for the medium size ones and actually do quite abit of hull damage for the big ones. This has always been here since launch but the 2nd example is what made me post this.

With the expanded battles, you can join in fights in progress and help other people out. What happens is the fight is already going on and everyone is everywhere, this is realistic and good. However, because the enemy can be near your spawn point, they can shoot you before you can even put shields up as when your spawning/warping in, you can't do anything. Just 5 minutes ago, I decided to helping a liner convoy against some pirates, no problem I thought, I warp in my Sunder and lots of frigates. As I warp in my sunder, theres a pirate Enforcer right in front of me and while I was still warping into the map, he let loose 4 reapers at me. I don't think I need to elaborate what happened next (which also included a lot of audible cursing)

If you cannot have a 'safe zone' maybe have a spawn immunity where you cannot be targeted or hit until you had a chance to put your shields up after your ship stops the engine afterburner animation?
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Troll

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1270 on: November 27, 2015, 04:22:06 AM »

I don't know about this. I kinda like the way it is. Adds to this tense feeling of jumping in bare bottom in an ongoing fight. I did take a few bad shots during free for alls the same way, and cursed a bit, but didn't find it out of place.
I know I did the same to enemy reinforcements.
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Gothars

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1271 on: November 27, 2015, 04:52:48 AM »

As I warp in my sunder, theres a pirate Enforcer right in front of me and while I was still warping into the map, he let loose 4 reapers at me.

Oh, that doesn't sound good. What you can do now is to look at the map first and deploy your frigates and fighters from the sides, if those look safe.
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Schwartz

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1272 on: November 27, 2015, 05:13:57 AM »

Hey guys, have any of you actually seen the Sabot Pod (medium size) in the game at all? I'm just curious. Don't think bad luck could account for a total absence of that weapon in my playthrough so far...
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Megas

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1273 on: November 27, 2015, 05:16:20 AM »

The 5% boarding thing probably wouldn't feel like such a gyp if there could be more than one boarding action per battle.
What would be nice is if multiple ships are eligible for boarding, we choose the one we want to board or kill.  The rest escape.
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Megas

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Re: Starsector 0.7a (Released) Patch Notes
« Reply #1274 on: November 27, 2015, 06:04:32 AM »

One more extended question:  Is there a range limit to markets' sensors?  If I kill patrols in the system, do the markets panic no matter where in the system I kill patrols or only within a certain range?  If there is a range limit, what is it?

I have considered using active sensor burst to lure numerous patrols far away from a market, kill them all, then return to the market for some black market shopping.

(Stealth is too hard with six or more patrols camping at a market, even with a lone phase frigate.)
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