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

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Messages - InfinitySquared

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1
Discussions / Re: Highfleet... ugh
« on: August 25, 2021, 03:42:08 AM »
I quite enjoyed Highfleet, to be honest.

It's probably a subjective thing, but I found the combat gameplay to be very engaging and I quickly got used to the lack of a crosshair. Corvette fights are quite hectic. I don't quite understand how WASD to move, space to fire missiles, F to fire flares, C to fire counter-missiles, R to change ammo types, and B to deploy fire suppressant is too many keys? Starsector uses just about the same amount of keys, even slightly more and it's just as natural.

As for the 1v3 fights, IIRC the dev felt that including friendly ships would cause a lot of frustration for players, as a mistake made by the AI would mean losing expensive components or a ship entirely. I don't entirely agree with that, as the enemy AI seems smart enough for the most part, but it's easy to get enemies to friendly-fire into their peers.

Ship construction felt versatile too, once I got the hang of it. The in-campaign shipwork screen doesn't really bother me all that much: there's not enough time to construct an entirely new ship from the ground up, so I just use it to do minor refits or to replace missing parts.

I was able to come up with this flagship replacement after a few days. Granted, this guide helped quite a lot in figuring out the mechanics: https://steamcommunity.com/sharedfiles/filedetails/?id=2567187029


The aim reticle allows the player to learn a lot of cognitive skills regarding the game systems in terms of projectile speed, spread and just the 'feel' of weapons. There is NONE of that in highfleet. Compare nailing that out-of-range heavy blaster shot on a Hound, to.. whatever the hell's going on in Highfleet. It's terrible, feels bad, and makes me not want to play the combat. I also hear it gets worse, with aircraft attacking your fleet (well, your flagship since of course) and other such things like cruise missiles.

Aircraft and cruise missiles don't actually appear in the main combat. Instead they're sort of a minigame where you have to engage them and only them alongside your fleet. Different guns also have very different playstyles.

You don't have to land anything to access the city screen either.

2
Hi! Nexerelin is pretty amazing so far, but I feel that it might lack some QOL improvements especially regarding Agents. Would it be possible to use the Command UI for them so it'd be easier to move them around and command them? If not, would it be possible to have the planets they can move to list what's there (especially Pather cells)?

3
Spoiler
[close]

that one gets me every time
It's kind of sad, to be honest. It feels like everyone's hoping that perhaps, maybe, just this once, the gate will be online.

4
Modding / Re: The Confederacy of Free Stars
« on: February 04, 2015, 06:30:51 AM »
True that.

Also, my own playing has had Sovereigns caught with their pants down in several ways: either overloaded or surrounded by enemies while at high flux, or waiting to be able to jump again. At these points, the Sovereigns are highly vulnerable to massed torpedo/bomber attacks.

5
Modding / Re: The Confederacy of Free Stars
« on: February 04, 2015, 03:36:13 AM »
That was pretty much meant to be. The Starfall was never meant to be buyable in any large quantities and was supposed to only be a built in turret for the Sovereigns and Battleships and as a forward facing hardpoint for some of the other ships. However a reload and fire-rate wise nerfed version could be sold. I suggest that overall performance be kept on the high end, but with increased OP and credit costs to balance it out.

As for the huge amount of OPs, that was an artifact of previous builds when built in weapons were not yet implemented. I was in the middle of converting the main armaments to be built-in when I had stopped working on the mod. Since so many of the weapon mounts were going to be 'locked' to just one weapon, the available OPs would have been nerfed as a consequence. That would have also meant a greater focus on fleet roles for engagements, as one can't just switch out some Jupiters for say, Mercuries or Hailstorms and so on, so the player had to shell out to get a balanced fleet composition.

The hull conversion system would have probably aided the player some in that regard. Dock at a station and spend some stuff to convert your Missile Cruiser to an Artillery Cruiser and vice versa.

 Speaking of which, the Longsword needs to have one of the rear main battery turrets and one or two of the forward main battery turrets removed.

Just some original author notes and 0.02$

PS. However, one should be /able/ to capture a Sovereign, no? Something that big would certainly be hard to damage irreparably.

6
Modding / Re: The Confederacy of Free Stars
« on: February 02, 2015, 07:56:20 PM »
Ah. Missions should be a relatively easy job to do. Meanwhile, the missiles should also probably be updated to use the fancy new trail effect.  ;D

7
Modding / Re: The Confederacy of Free Stars
« on: February 02, 2015, 06:56:20 PM »
You might have forgotten to add a few missions to play with. Blackrock would be a better choice to balance it against IMO. Good luck on your endeavors!

8
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: October 29, 2014, 08:15:46 AM »
Not quite a sprite, but:
Spoiler




[close]

9
Suggestions / Re: Multi-Lock Targeting
« on: July 22, 2014, 11:56:59 PM »
The weights would be set in the weapon CSV file instead with a limited range for example. 5 being "Capital ships only" and 1 being "Missiles/fighters only" for example.
We can already do this.  Oh, not via CSV file entry, sure, but you can mod in per-weapon custom autofire AIs, and that's plenty enough to get the behavior you've described.

Unfortunately, I don't think including something like that in the general game is a good idea; for example, your suggestion of making Mjolnir cannons ignore frigates is, in the rare instances when I use the things, exactly the opposite of what I want.  (The Mjolnir is actually a highly accurate weapon, and one of the few heavy weapons that's really capable of hitting frigates reliably.)

That was an example. And the weighting system would instead set preferences towards larger/smaller targets.

10
Suggestions / Re: Multi-Lock Targeting
« on: July 21, 2014, 09:03:03 PM »
I have, several times, suggested an in-game way to set autofire priorities (presumably as part of outfitting a ship, rather than during combat).  It has, several times, been shot down by Alex as "too much micromanagement" and "but then everyone has to set autofire priorities as part of optimal play, even if they'd rather not bother".  (Quotes not exact, but I think I'm remembering the gist correctly.)

Personally, I still think it's a good idea; being able to, say, make phase beam turrets prioritize fighters would be quite valuable to me.  But unless you can come up with some better argument for it than what I've tried, it's probably not going to happen.

We'd have better luck, I think, asking for a way to mod the outfitting screen (especially, in this case, the weapon group setup window), and then implementing this ourselves.

The weights would be set in the weapon CSV file instead with a limited range for example. 5 being "Capital ships only" and 1 being "Missiles/fighters only" for example.

11
Suggestions / Re: Multi-Lock Targeting
« on: July 21, 2014, 08:31:50 AM »
Ah, how about this. A weighting system defined in the weapon CSV file.

A bigger number would set the weapon's preferred target. A larger number would make the weapon favor larger ships. Say, the Mjolnir cannon would have a weight of 10. It would basically ignore the frigate zipping around while the Onslaught in front of it exists while weapons with lower 'weights' target that frigate or fighters or incoming missiles instead.


12
Mods / Re: The Confederacy of Free Stars
« on: April 08, 2014, 11:19:17 PM »
I would recommend checking to see if it's just Starsector, if so you might want to look into that, if not there's something wrong with your comp.

It's just Starsector. Computer runs fine otherwise, but when I play Starsector I get random bluescreens. It usually happens when I click something.

Nice having campaign integration, and nice know that your still alive :P

Haha, yeah! How's it working out so far?

13
Mods / Re: The Confederacy of Free Stars
« on: April 08, 2014, 01:42:07 PM »
Well...damn. It might be a driver conflict or something, and I might have to reformat and reinstall windows but. Gah.  :-\

In any case, how are things?

14
Mods / Re: The Confederacy of Free Stars
« on: April 08, 2014, 04:08:30 AM »
Update! Added some new sound effects and made some tweaks to balance and one ship and one weapon. You can now buy Confederate ships at a very high price.

Balance Tweaks are as follows:
Severely reduced ship armor on all Confederate ships.
Armor now regenerates slowly.
Mounts on most ships are now hardpoints.

On another note, has anyone else had Starfarer produce bluescreens?  :-\

15
Mods / Re: The Confederacy of Free Stars
« on: February 18, 2014, 06:22:41 AM »
Aight. Can I ask to have the thread trimmed as well?

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