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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Topics - Kommodore Krieg

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1
General Discussion / Strong update (event system).
« on: October 20, 2014, 07:47:05 PM »
I've skipped the last few updates in order to let Starsector continue to mature, but I am sure glad I downloaded .65.  Forgive me if I end up praising content from earlier updates because, as I said, I've skipped a few.  This is obviously a first impression because I haven't played too much yet, but let me say that your event system is excellent Alex, very well done.  It gives you tons of information about what is going on everywhere, but it's very easy to sort through and keep track of things.  It gives you the information you need to set your own course, which is exactly what I had hoped it would do. 

The flavor text and named bounties (it seems like such a simple feature right?) also adds something great for the player who is prone to imagining their own story as they go.

For example, I was exploiting a food shortage for profit bringing relief food supplies to Voltun (sp?) when I see a bounty come in for a certain Guy Chambers, issued by the Dictat.  Who is Guy Chambers and why do they want him dead?  I'm not sure, but there is tons of room for the imagination to fill in those gaps.  Maybe he was involved in causing the food shortage on Voltun, as it is under Dictat control.  Perhaps they want him dead for political reasons as the Dictat doesn't seem too accommodating towards dissenters.  What if he is actually in the right but has had a price set on his head and been labeled a pirate simply for opposing the Lion of Sindria?  Eager for answers (and bounty money) I finally tack him down at the other end of the sector, using my food shortage profits to buy fuel along the way.  Finally, I find him half dead and alone, not at all what I was expecting, his seemingly lifeless ship stuck orbiting a planet in the middle of nowhere.  What happened to the once great Guy Chambers, the 10,000 credit man, to leave him in such a state as this?  Who was able to reduce him to this burned out husk of his former nefarious self?  More importantly, what did HE do to them, as they are no longer anywhere to be seen?  He must have been dangerous to have thwarted at least one previous attempt on his life, but there isn't much left of him now.  He does not try to flee as I approach, instead adopting a neutral stance, as if he just doesn't care anymore.  His half destroyed Hound is no match for my state of the art Wolf and he surely knows it, yet there are no signs of alarm on his part.  Does he just want it all to end?  Perhaps he is hoping for clemency?  Is he critically wounded and unable to take command? 

Our ships come into visual range, and his already critically damaged hound fires a few defiant, but obviously tired, shots from its auto cannon.  As they impact harmlessly on my shields, I focus all weapons on his poor ship and quickly disable it. The disabled hound slowly spins to a halt, all signs of life having vanished from the exterior, Guy Chamber's halfhearted last hurrah having amounted to nothing.  Eager for answers, we pull into boarding range of the once great Guy Chambers' hound, now motionless and soon to be looted.

Suddenly alarms pierce the otherwise silent approach; scanners have detected there are still 2 life signs on board!  Guy Chambers MUST be one of them; he is STILL alive! He's surely crawling through the tortured and debris strewn bridge of his hound, his bloodied and broken body bathed in the glow of red warning lights and periodically sparking consoles, no doubt inching towards the self destruct button with a wild gleam in his eye.  He intends to take me down with him!  But perhaps he is bravely limping to an escape pod, hoping to continue his campaign for freedom against the Dictat.  I would be monster to do anything more than I've already done if that is the case.  The seconds tick by as I remember the fate of the previous bounty hunters. Guy Chambers proved he would kill once and, being backed into the corner he is, he no doubt intends to do it again!  Out of fear for my own life at the thought of Guy Chambers detonating his ship at point blank range, I frantically open fire and reduce his already disable ship to dust.  The alarms cease, as Guy Chambers is finally sent to his rest.  Any hope for answers as to who Guy Chambers really was vanishes with the fragmented remains of his ship into the cold dark void of space.

Now, I am sick with a head cold, forget the other points I was going to make, and need to go to bed.  So:

TLDR:

 -Excellent update Alex!  The event system, even in this early stage is really well done and, in conjunction with the way other factions react to these events, leaves tons of room for emergent player story telling through even the simplest events (like "Collect a bounty on Guy Chambers"). 
         
-If you run into Guy Chambers in your game...watch out. 

Looking forward to playing some more tomorrow. 

2
Modding / Mod request: Better Looking Hellbore
« on: March 26, 2013, 05:26:34 PM »
If any of you fine artists were bored and looking for something to do, I have a small request I'd like to throw out here.  See how the Hellbore Canon looks in this picture? The top down view in the bottom left corner?: http://i.imgur.com/dFHdd.jpg

I would like to request someone make a mod that makes the Hellbore look like that, with a similar colour scheme to the vanilla current one.  I have nothing to offer but my undying gratitude I'm afraid, and I don't expect anyone to do this, but I thought it wouldn't hurt to ask considering how talented our modders are.  Thanks!

3
General Discussion / Hellbore Cannon art issue
« on: March 25, 2013, 06:51:03 PM »
This is a small issue that has been niggling at me for some time; the Hellbore Cannon is asymmetrical.  Now this isn't a huge issue if that's how it is intended to be (even though it might drive me mad) but I suspect that it WAS intended to be symmetrical, and the sprite we have now is in fact (incorrectly?) based off the side view of the cannon rather than the top view.  I am basing my assertion on this concept art :

 http://i.imgur.com/dFHdd.jpg .

You can clearly see the side view of the Hellbore at the bottom of the page, which looks like the one we have in game now.  Below the two side views are two top views, either of which I think would look infinitely better in game.  Is this mixup or not?  If so, is there hope that the Cannon, one of the coolest weapons in the game, could be re-done to properly portray it from above, in it's intended symmetrical glory?

4
General Discussion / Are Guass cannons spawning in the campaign?
« on: July 11, 2012, 07:11:54 PM »
I haven't been able to find any whatsoever in my vanilla campaign, and I've been playing this save for a long time.  Long enough to capture 4 Onslaughts from the Defense fleet without save scumming.  I know they spawned in the stations in the previous version.  Anyone seeing them spawn in any of the shops or is this an issue with the current version?

5
Suggestions / Make HUD weapon text turn red when weapon is disabled.
« on: July 02, 2012, 09:55:03 PM »
See title.  The graphics/text in game are great when your not being pummeled with enemy fire, but when your being heavily bombarded/your armor has been really ravaged and your on a ship with many guns it's really hard to tell which weapons are still working from the in game graphics alone.  Making the weapon name/status text that appears in your weapon groups on the HUD change colour, or draw a line through it or some other similar indicator would alleviate this. 

6
General Discussion / Conquest medium ballistic slots
« on: June 19, 2012, 08:45:16 AM »
Assuming Hellbores were forever bolted into the large slots because of their glorious sound and amazing OP cost/effectiveness ratio, what would you put in the medium slots?  I'm torn between heavy auto cannons and HVDs.  The auto cannons seem to run out of ammo too fast, but the HVDs barely dent the shields of larger ships.  I'm open to suggestions however (though I don't like any versions of the "one sided pd conquest". 

7
General Discussion / WELL DONE on the music
« on: May 01, 2012, 09:12:42 AM »
I've just listened to the title screen track thus far (over and over) but it's very very well done, very fitting for the game.  Makes me think of Terminator 2: Judgement day, and a theme that evokes such memories is certainly fitting for the bleak lore of Starfarer.  Will post more impressions as I hear more tunes (if there are any more at this point, I don't know) but the title track is brilliantly fitting.  Well done composer, you nailed it.  

8
General Discussion / Your favorite Onslaught loadouts
« on: March 02, 2012, 07:43:40 AM »
I love the Onslaught, and it can be outfitted a huge variety of ways.  I'm interested in what you have found to be an "optimal" build.  Obviously it's going to vary depending on what role you want to fulfill but let here what you outfit it for and what you put on it to accomplish that.

My favorite so far has just been what I consider a balanced build. 
Hardpoints: Gauss Cannonx2
3 Large Ballistic: Hephaestus AG x3
all med ballistic points are flak cannons other than the two in front of the bridge which I leave empty
and the one on the tip of the bow where I put a dual flak
4x Typhoon reaper or pillum lrm
6x railgun or 6x light assault gun, I'm really torn on which I like better.

Integrated targeting unit for the 25% range increase
Extended Mags because those Hephaestus guns tend to run dry without it
Sometimes extended missile racks if, but this just seems like overkill, so usually I put the remainder into vents.

The idea is to get shields down with the Gauss cannons and then unload with all that assault weaponry/torpedoes.  This works great on big ships, but frigates tend to be fast enough to dodge the assault guns, which is why I'm torn between the small railguns vs small assault guns.  Oh and the flak coverage is so insane that most of the time shields are not required at all vs bombers and any number of missiles. 


9
General Discussion / Should we expect another Hegemony capital ship?
« on: February 28, 2012, 04:55:30 PM »
There is already a wonderful variety in ships, but as we have 2 high tech capitals, 2 mid line capitals (well maybe the Odyssey classifies as high tech) I'm wondering if there is another low tech capital ship being cooked quietly up somewhere.

10
Suggestions / Ship kill stats
« on: February 27, 2012, 02:27:52 PM »
I'd like to see a simple, persistent, kill counter implemented, like your units had in starcarft.  It's seems like a simple thing, but it goes a long way in increasing your attachment to your fleet. 

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