Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - cp252

Pages: [1] 2 3 ... 40
1
General Discussion / Re: Legion-class Battlecarrier
« on: December 19, 2018, 12:45:47 AM »
The ISS Terpsichore, HSS Space Raptor and the TTS Hlad Zero (that i have) I understand their roles and they do a really good job at what they do,

For future reference, those are just your ship's names. We can't tell what ships they are if you don't tell us the class.

2
Bug Reports & Support / Decivilise bug
« on: December 05, 2018, 12:56:54 PM »
Should be easily reproducable:

1) Raid the everloving *** out of a planet and disable all its industries.
2) Check that stability has hit 0.
3) Wait a year or so, possibly more.
4) The moment the planet becomes decivilised, colonise it.

The following bug will then be encountered:
- The disabled industries will continue to be disabled for their remaining timer when you build them.
- Building said industries will create an enormous stability penalty for your colony.
- Your colony decivilises within days.

Also, any ruins which were on the surface (in this case, extensive ruins; the colony was a size 7) are replaced by scattered ruins from your young colony which just collapsed.

Questions:
1) Is there some way to change the amount of time acceleration? Or perhaps a toggle button? I've been leaving my computer running with a weight on the shift key.
2) Eventide's solar shades and mirrors stay Hegemony if it gets decivilised and gets recolonised by the player. Is that intentional?

3
Blog Posts / Re: Economy & Outposts
« on: October 11, 2017, 05:28:53 PM »
Just saw the blog post, popping in to say: BRAVO.

It's been 3 rewrites and this is the first version of the economy I've really grasped; more than that, it sounds really fun to play with. I'm sure there's room for improvement after playtesting, but as it stands, it seems to get across everything it needs to fairly clearly, and it looks simple enough for me to manipulate as a player with limited mental space.

I can't wait till it's released.

4
Suggestions / Re: Hyper Velocity Cannon
« on: June 15, 2017, 06:33:21 AM »
HVD is basically an effective long range support weapon. Forces you to keep shields up in fleet engagements without the ship carrying it having to commit, staying in the backline. Perfect on support ships like the Heron carrier.

5
Suggestions / Re: Advanced fleet commands
« on: May 14, 2017, 02:20:45 PM »
I don't think running away is specifically triggered by the target venting, Alex, but I can corroborate that ships fall back to just outside their engagement range far too often (sometimes leaving themselves exposed to retailiation while unable to fight back). Sometimes they do this when the enemy is venting or overloaded. Maybe it's confirmation bias and doesn't happen all the time, but the last time I played (couple years ago) my AI ships were much less reluctant to capitalise on vulnerable enemies. They also used to get themselves into bad situations much more often.

6
I cannot for the life of me understand the fighter ranges. They always seem to return to the carrier just as they're about to reach firing range on that fleeing frigate.

Also, torpedo bombers will always fire at shields if they can. They're very stupid.

7
General Discussion / Re: Anti-Fighter Tactics and Strategies
« on: May 05, 2017, 01:33:35 PM »
Beam heavy builds are good, like Graviton beams and tactical lasers (both range 1000).

8
No save, sorry, but just ran a sim. 2 medusas against a simulated eagle. One of the medusas was loaded with the support loadout, and most of the time it will launch all its missiles while the Eagle still has shields up. The ships like to stay just outside of their firing range while the Eagle batters them with its beams as well.

9
I've got the opposite problem, my Drovers (got 5) tend to missile dump at long range the moment they make contact. The massive harpoon barrage then gets entirely eaten by shields or shot down by PD.

10
General Discussion / Re: Game is way too complex
« on: November 11, 2014, 04:06:38 AM »
Remember a long time ago ship tooltips used to show a few basic stats (offense/defense/etc) on a 1-10 scale, using pips? There was a *lot* of feedback asking to see the actual numbers.

Maybe an option for the old dots system might work. Simple/complex stat display, so the experienced players are happy and newbies aren't intimidated.

Why not show both? In this case the pips are computed by comparing weapon/unit stats against the average weapon/unit stats in that category.

Spoiler

[close]

YES! The Wargame series is a perfect example. Extremely deep and complex game with a huge number of stats but the coloured bars go a long way to helping- I can see at a glance which unit is good at once, and how they compare to other units.

11
General Discussion / Re: UI is way too obtuse
« on: November 10, 2014, 11:07:26 PM »
Maybe an option for the old dots system might work. Simple/complex stat display, so the experienced players are happy and newbies aren't intimidated.

12
General Discussion / Re: Game is way too complex
« on: November 10, 2014, 09:59:14 PM »
Alex:
Previously, having slowly learned the game mechanics as described by everyone else in this thread, I would have said the same as them- there are no problems.
As I see it now, even as someone who knows the mechanics, the UI's presentation of data is somewhat overwhelming. I don't think you need to reduce the complexity, but more infographics are always helpful- from the perspective of someone who can't read lots of numbers.
Yes, you have the option of working things out through sim. This doesn't quite work when I want to know whether to invest on a new ship or when I have ten small ballistic slot weapons to compare with each other. Thorough testing just takes too long.
My main points are such:
1) not everyone can easy read the current stats screen.
2) the community can help with a thread describing each item's place in the game's meta. For example, tempest is super kitey, we like putting heavy blasters on it.
3) yes, all these things can be learned with experience but as someone who is trying to relearn the intricacies of the game, I think I would have given up if I didn't already love this game.

13
General Discussion / Re: Game is way too complex
« on: November 10, 2014, 07:17:34 AM »
Yes yes, all these things -can- be learned. My primary concern is that the game is a mass of spreadsheets. While those of us who already understand the game mechanics and have a feel for the ships can say 'just play', that's way too much to expect from most new players and it's not a good thing if you want to attract players at all.
As it is now, whenever there's a balancing run I have to spend hours in sim fiddling and relearning, and I already know the mechanics. Imagine if you were new!
Plus, there's no way to embrace and learn the whole system and spectrum of equipment at once. You discover bits and pieces of new things as you go and they're all an unidentifiable blur to a new player, who might quickly give up after a point because he's hunting the same old small fleets and can't figure out what to optimise in order to improve.
With certain complex games (I'll take pokemon) there's big, complete wikis to help. Bulbapedia, to use pokemon as an example. The community does its part to nurture new players while the developer builds the game. We don't even have a brief list of what each mysterious weapon and ship is good for and why.
Yes, you could tell a new player to just learn to read the spreadsheets / learn from painful experience but not everyone will have the patience for that, and I don't want to see this beautifully complex game which Alex has worked so hard on to be forgotten or dismissed because of a huge, boring barrier to entry.

Edit: to simplify and clarify. This game's depth and complexity is one of its greatest strengths. It just needs to be properly presented in UI so the cliff-like learning curve doesn't turn potential fans away.

I also think the community could help a lot with that, by collating your combined wisdom- say, when it comes to the relative usefulness of ships. This would also let Alex see quickly if a particular ship, weapon or hullmod needs to be toned down or buffed.

14
General Discussion / Re: Game is way too complex
« on: November 09, 2014, 11:54:58 PM »
Oh, one more thing.
Maybe an intel thread would be nice too. A brief one-sentence description of the weapons of the game as the community sees them- which ships are useful for what, what they shouldn't be used for, etc. to a new player all ships and weapons are just pretty pictures right now.

15
General Discussion / UI is way too obtuse
« on: November 09, 2014, 11:52:48 PM »
Aha, nice rage inducing thread title.
Okay, let me make this clear first: Starsector's (I'll always call it Starfarer in my heart) complexity is what sets it apart from superficially similar space combat games like SPAZ. It's the reason I still have the shortcut on my desktop after more than a year of periodic cleanup, though I haven't come back and played in a while.

Here's the issue I'm having. Since the game has gained so many core features and significant rebalances since I've last played, I've got a bit of a noob perspective on things now.

I don't get any of it.

I'm reading the balance discussions and I'm intrigued at all the different stats weapons have and I can't tell which weapon has what anymore. They're meaningless numbers, and I don't think every new player would spend hours in simulation trying to work it out.

Also, it's been mentioned in depth before but outside of combat I am completely lost. Trade is incomprehensible.

Perhaps some UI work needs to be done on all sides? Take burn for example. It needs to be a kot more obvious when a particular ship is affecting your burn speed. I thought the shepherd was a fast carrier until someone pointed out it was too slow to keep up with a frigate fleet. Maybe a little bar in the fleet menu with sprites of your ships arranged along it like they're running a race? So I can instantly see who's fast an who's dragging their feet. That kid of thing. Side by side comparison interface would be nice too, like seeing a selected ship in the tooltip next to whatever ship you're pointing the cursor at, for easy comparison.

-typed on mobile, sorry for mistakes

Pages: [1] 2 3 ... 40