Fractal Softworks Forum
Starsector => General Discussion => Topic started by: VikingHaag on October 18, 2013, 08:40:31 PM
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This game had a lot of potential to be fun, it could've been a great game.
Now after playing around 0.6 i think you strayed away from any fun and success this game could've ever had, look at Battlecruiser 3000 and what became of it
It saddens me to see Starfarer going down the same road.
Aufwiedersehn, this was fun until 0.52, i think i'll just savor that memory than this.
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This game had a lot of potential to be fun, it could've been a great game.
Now after playing around 0.6 i think you strayed away from any fun and success this game could've ever had, look at Battlecruiser 3000 and what became of it
It saddens me to see Starfarer going down the same road.
Aufwiedersehn, this was fun until 0.52, i think i'll just savor that memory than this.
And of course, instead of giving a detailed explanation of why you feel that way, you chose to write "this game sucks now" with some shoe polish on top.
::)
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C'grats you've done the Internet equivalent of yelling insults at passing hitch-hikers on the highway.
Except the hitchhiker is someone who's poured endless hours and passion into creating something you yourself have enjoyed.
This really ought to be locked.
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A simple message to Alex:
Thank you for the greatest game ever, that gets better and better each release :)
I like yelling compliments at hitch-hikers on the highway... :)
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Gosh, I don't see the point of these "ohgodCRwhy'dyoudoitkthxbai" posts. Just leave quietly! Anyways, this game is the best game on earth, topping Minecraft, COD, LoL, ect. easily!
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I do like the CR mechanic. But the game had really changed since 0.52. Back then it was a lighthearted space arcade Starfarer, now it's Star Sector the hardcore fleet strategy game.
I do find the new version more stressful to play, as some components of the game are quite unforgiving, much like how it is in a real life. It requires more thinking as well, as you now have to plan ahead and weight the pros and cons of each action. While I do like this, it isn't everybody's piece of pie.
Imagine the average joe, coming home from work, tired, fires up Star Sector hoping to get some quick action fun. But his mind too numb from all that accounting crap at work, too fed up with spreadsheets from his day job to worry about his fleet inventory. He runs out of supply midway trying to intercept the Pirate Plunder fleet, gets pwned because half of his fleet can't fight. For him, it was another bad day.
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I do like the CR mechanic. But the game had really changed since 0.52. Back then it was a lighthearted space arcade Starfarer, now it's Star Sector the hardcore fleet strategy game.
I do find the new version more stressful to play, as some components of the game are quite unforgiving, much like how it is in a real life. It requires more thinking as well, as you now have to plan ahead and weight the pros and cons of each action. While I do like this, it isn't everybody's piece of pie.
Imagine the average joe, coming home from work, tired, fires up Star Sector hoping to get some quick action fun. But his mind too numb from all that accounting crap at work, too fed up with spreadsheets from his day job to worry about his fleet inventory. He runs out of supply midway trying to intercept the Pirate Plunder fleet, gets pwned because half of his fleet can't fight. For him, it was another bad day.
At least I think I have more fun figuring out ships fitting and fleet composition than taking stocks at the shop.
Open world strategic space combat simulation RPG is what this game set out to be....
It seems after so many patches people have forgot about the missions..... If you want something light-hearted, there's always Turning the Table.
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Now after playing around 0.6 i think you strayed away from any fun and success this game could've ever had, look at Battlecruiser 3000 and what became of it
The next update will most likely make a number of changes and simplifications of the CR system, I would not make a final decision before that.
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This game had a lot of potential to be fun, it could've been a great game.
Now after playing around 0.6 i think you strayed away from any fun and success this game could've ever had, look at Battlecruiser 3000 and what became of it
It saddens me to see Starfarer going down the same road.
Aufwiedersehn, this was fun until 0.52, i think i'll just savor that memory than this.
Being a bit hasty there with your judgement don't you think? This is a game in development and it's rolling out a new mechanic that has no predecessor in any other game to speak of that I know. Have a bit of faith in your fellow human beings, man. If you checked out the most recent blog post, it's quite clear that Alex isn't adverse to changing how this works.
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I think all the complaints about CR fail to see the big picture. the game right now may not be how you want it, but remember theres many other features not yet implementing. Direct combat and looting isnt intended to be the only or even primary way to make money.
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I find it funny that people don't seem to realize that the game is currently in a very transitionary phase. The last version was fine because there weren't a lot of loose ends to worry about. Everything worked well enough together, and the game delivered a fairly unified experience.
Problem is, that experience from the old 0.5 versions in no way represents what the final version of the game will be. With the campaign starting to take shape, Alex can't really develop in modules anymore. There comes a point where you have to start adding in features that will more or less appear in the final game, and because, obviously, 0.6a isn't a feature-complete Starsector, there are going to be some pretty big holes in those features.
Boarding is probably the best example. I find it hilarious that people don't realize that the new version of boarding isn't really designed to acquire new ships--it's meant to acquire new blueprints in the future (At least, this is what I recall Alex saying a while back), which is something that hasn't been implemented yet.
So really, instead of everyone going "baaaaww CR ruined the game" or "baaaaawww boarding ruined the game", people just need to chill out and wait for the game to near completion. If Alex made the 0.5a versions as fun as they were, I'm 100% confident that version 1.0 will be infinitely more fun.
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I find it hilarious that people don't realize that the new version of boarding isn't really designed to acquire new ships--it's meant to acquire new blueprints in the future (At least, this is what I recall Alex saying a while back), which is something that hasn't been implemented yet.
Blueprints? For real? Well, I don't mind to get rid of old boarding if we will get something like this in exchange. In this case I can understand where boarding changes were aiming.
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Thats what i said! but "people" didn't seem to agree and they called me bad things and gave me me a sadface :'(
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Boarding is probably the best example. I find it hilarious that people don't realize that the new version of boarding isn't really designed to acquire new ships--it's meant to acquire new blueprints in the future (At least, this is what I recall Alex saying a while back), which is something that hasn't been implemented yet.
Uh, that is not quite what I remember. You can acquire ships you can't buy in stations by boarding, which will become much more important once there actually are ships you can't just buy.
I think blueprints will be much harder to come by, at least if they work as I imagine and one blueprint allows you to manufacture an infinite number of ships of that class.
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Uh, that is not quite what I remember. You can acquire ships you can't buy in stations by boarding, which will become much more important once there actually are ships you can't just buy.
I think blueprints will be much harder to come by, at least if they work as I imagine and one blueprint allows you to manufacture an infinite number of ships of that class.
Hmm. I could have sworn I'd seen Alex say that it was possible to acquire blueprints via boarding somewhere. Either way, whether you can or not, the mere existence of blueprints and the ability to manufacture your own ships sort of kicks boarding down a peg when it comes to effective ways of acquiring new ships.
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If you could find that quote, I'd be happy.
There's another possibility, maybe he meant that you can eventually steal items (like blueprints) from ships after boarding them. That would be something I'd like for a number of reasons.
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This game had a lot of potential to be fun, it could've been a great game.
Now after playing around 0.6 i think you strayed away from any fun and success this game could've ever had, look at Battlecruiser 3000 and what became of it
It saddens me to see Starfarer going down the same road.
Aufwiedersehn, this was fun until 0.52, i think i'll just savor that memory than this.
[shameless advertisement]
Go play Ironclads mod and see what is the potential of the core game once it grows larger and gets more 'meat'. Surely my attempts to create trading, mining, exploration and player proficiencies are quite primitive, but even with those you can see what the ending result of the Starsector might be.
[/shameless advertisement]
Well, Ironclads have their own CR values and supplies/fuel costs that are somewhat less demanding from player.
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Yeah, it's not at all clear that boarding's how we get Blueprints... and it seems like that would be pretty contradictory to current lore, where Blueprints are more-or-less DRM-protected packages that are available to Stations that can manufacture new ships.
I think it's more fair to say that Alex has been trying to figure out how to make Boarding hard, rather than just a Monty Haul scenario, but that he ended up constructing a RNG system that was a bit less fun than the Monty Haul of 0.54 was while also being more complicated in presentation. Anyhow, it'll get fixed I'm sure- new mechanics take time to smooth out :)
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The problem with this release is hte fact there is still zilch to do other than bashing heads.
CR is supposed to simulate the slow degradation of equippement when the crew is too strained to perform routing diagnostics and repairs.
It would work great if more of the game was ready alongside it like trading (to get credits without bashing heads), diplomacy ETC because cutting supply routes to an outpost would be simulated by lowered CR of its garrison (planetary morale?).
Right now CR is just a feature that hinders the games only... well... gameplay.
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The problem with this release is hte fact there is still zilch to do other than bashing heads.
CR is supposed to simulate the slow degradation of equippement when the crew is too strained to perform routing diagnostics and repairs.
It would work great if more of the game was ready alongside it like trading (to get credits without bashing heads), diplomacy ETC because cutting supply routes to an outpost would be simulated by lowered CR of its garrison (planetary morale?).
Right now CR is just a feature that hinders the games only... well... gameplay.
Whilst your post does have some truth in it, its rather like complaining that the foundations of a building don't keep the rain off.
Its completely true, but its missing the point. Cr needs to go in at some point, and like foundations, the sooner they go in, the easier it is to handle flaws and the more stable the final construction will be.
Yes, the addition of new features is more exciting, and it would be great to have trading, and economy, and so forth, but Alex is employing a very methodical approach of getting existing stuff right, before adding a dozen new things all at once and then failing to properly balance, integrate and flesh them all out. (which is often the ruin of many an otherwise promising project)
Personally I feel this is the best approach, and whilst I would love very much to see the final work right now, I think it will be all the better for our continued patience.