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Starsector 0.97a is out! (02/02/24)

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Topics - kwekly

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General Discussion / Anyone else prefer missions to the campaign?
« on: August 14, 2012, 04:11:38 AM »
Maybe I'm just getting old and don't have time to grind away for hours developing a character, but as per the title does what would be your preference:

  • an expansive, dynamic and randomly generated universe to explore,
  • or a continuous set of extremely well designed and arranged missions.

The appeal of missions is repeatability -- you get to focus on trying all sorts of different tactics / ship load outs and really push the combat engine to it's limits, not to mention developing your own skill. There's also the aspect of being able to discuss your strategies and experiences with others, having been faced with the same starting conditions. If you had an N64 with Goldeneye in the past I think you know what I mean.

I suppose the counter point is Star Control 2, and all the exploration and character development aspects that go with that. I really enjoyed that too, but my sense is that a massive campaign like that takes many more hours, especially to get right. Dunno, Alex, if you're read it would be interesting to know what the relative number of hours were each to create the campaign and mission set, as they appear in 0.53.

Also interested to hear everyone's thoughts. I think a hybrid of types might be best, a la Tie Fighter

Suggestions / Distress calls
« on: March 09, 2012, 04:39:29 PM »
I'm very much a tactically-oriented player, but often I find once we get into the "meat" of an engagement (say after all objectives have been taken by either side) I make a few mistakes getting caught up kicking arse piloting my own ship.

For example, I pause the action after winning a tense engagement with a cruiser, look at the war map I find I've accidentally left my carrier isolated and getting picked apart by a lasher on the wrong side of the map after abandoning an objective a few minutes prior.

It could potentially get distracting, but how about an unobtrusive message in the top left corner and a distinctive ping when a ship decides that it's about to get boned, or when it's attempting a capture that it decides it has no chance etc.

The key thing would be limiting pings to critical situations, so you don't just end up ignoring them.
- Perhaps they only occur if you haven't looked at the map for 30 seconds or so
- only so many can broadcast in a given timeframe ==> ships with higher fleet cost and/or elite crew get higher priority


« on: August 15, 2011, 07:15:35 AM »
So I just read through the latest few news posts. Here I will describe my first two characters to play in a more finished version, because I can tell you guys are itching to know.

1) A pirate outfit that accepts only "suicidal" captains. We will use cloak, anti matter and torpedoes. No shields, PD or armor for that matter. No prisoners either. No objective, except for "**** ******, get rich"

2) Later, after whining until alex changes the "aggressive" trait to "ruthless": a cadre of Hegemony corporate wankers, with a fighting style characterised by lots and lots of guns, excessive force and inefficient but glorious destruction. Supports it's luxurious existence through illegal politicking and ransacking of fringe colonial settlements.

How will YOU play starfarer lolollopl?

Edited for content. Let's keep things a bit more PG-13 :) - Alex

Suggestions / Strafe control / forced movement
« on: June 20, 2011, 06:04:26 AM »
Hi just heard about this yesterday on the Taleworlds forums.

Very slick and well put together Alex / the team. The amount of careful effort in the design really shows: all the information presented on screen is crisp and relevant, and the control / feel of the ships is awesome.

A few quick suggestions that may actually be just questions about things I haven't figured out yet:

1) Have you considered allowing a single button that causes the players ship to automatically strafe toward its target? I just had a great time (finally) getting through the Hurrah mission by broadsiding the Onslaughts, but I kept finding myself just short of hellbore range and having to temporarily move my shield while I  set my mouse out in front to strafe closer. Be nice if I could just tap x a couple of times to move those 3 or 4 pixels closer.

2) Here I think I might be missing something, but I'm having trouble with ships taking their sweet time to respond to movement orders when I need them to stop everything and move over in a hurry. Is there a way to give a beeline order that overrides all other behavior, including waiting for the slowest ship in the formation? Sword of the stars did something like this using a double right-click.   


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