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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Erebos

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I think they're similar to the stormtroopers at the beginning of Star Wars—charging in and immediately taking casualties to crew with sidearms. Sorry about the wafer-thin plastic armour, guys.

General Discussion / Re: official stance on piracy?
« on: February 07, 2012, 02:22:58 AM »
Out of curiosity, I looked up Starfarer on a couple of sites. The Pirate Bay has nothing at all. The other one I checked has one torrent, which has been downloaded less than 500 times and has a comment from one of our number saying "Please do not pirate this game; the devs are awesome and deserve your money." It's 500 times too many for sure, but relatively speaking, it's not that much. It's good to know there are plenty of other people out there who don't pirate indie games just because they can. I'll be interested to see what the trend looks like once the game is better known and has a demo.

I find it interesting that we're now in a position where one can choose to support a developer as a matter of principle, and on the other hand can play games made by another developer without paying them a cent. Make games for gamers, and be rewarded. Make games for shareholders, and be punished. It's little wonder the big companies are favouring consoles, and indies are filling the gap.

General Discussion / Re: how big are the ships in starfarer?
« on: February 07, 2012, 12:32:36 AM »
I can't tell you how long the ships are, but this may be of interest.

General Discussion / Re: Nothing Personal
« on: January 28, 2012, 03:27:35 PM »
I answered a related question here; hope it helps.

General Discussion / Re: High Intensity Laser, does it need more power?
« on: January 26, 2012, 02:54:23 AM »
In terms of filling a weapon niche, so far as I know, there are no kinetic weapons with a range similar to the HIL. Since missiles only do 50% damage to shields, lasers seem to be able to be the answer to the category of long range all round damage dealer.

The hypervelocity driver and gauss cannon have almost as much range. I'm a fan of the latter, but the laser is far more versatile than either. If it had much more power it would start making other weapons redundant.

Suggestions / Re: Alternatives to the current command points system
« on: January 23, 2012, 12:27:12 AM »
As for saying Command Points is on par with allowing an AI to cheat... I have that hard to believe. The AI is simply using the same AI your own fleet will use sans-orders if I'm not mistaken.

Just a bit of nitpickery: the enemy AI will attempt to capture objectives; on the other hand, the default state for your own fleet is seek & destroy, so they won't make an effort to capture objectives without being ordered to. This is as it should be. I doubt the enemy AI is restricted by command points, but surely it wouldn't make the game unduly difficult if it cheated a little in this regard.

No, I definitely meant gauss cannons. Maybe I was wrong about the size, then.

Anyway, the hardpoints in question are actually for energy weapons, so the hvel drivers are out too :p

They wouldn't actually fit though ;D

IIRC, gauss cannons were small at the time... which wouldn't make much sense, because they're incredibly dangerous weapons.

Suggestions / Re: Alternatives to the current command points system
« on: January 22, 2012, 09:40:08 PM »
I withdraw from this thread. Zapier speaks for me now.

Suggestions / Re: Alternatives to the current command points system
« on: January 22, 2012, 08:28:59 PM »
Whether you let the player do something while paused is another question - but if you don't, they could still pause to think, and then unpause to very quickly execute, so not letting the player do stuff while paused would simply be annoying. It seems more appropriate to reward thoughtful consideration, anyway.

Good point.

....if you're willing to use your imagination.

My what? :p

I'm cautiously optimistic about the current system; I think I'll be surer once I'm playing 0.5. Abstract things like command points don't really bother me; after all, where would games be without hard numbers—hit points, anyone?

I once replaced the Hypervelocity Drivers on the Hammerhead Elite with Gauss Cannons. Try it, you'll like it.

Suggestions / Re: Alternatives to the current command points system
« on: January 22, 2012, 07:08:43 PM »
Having a finite number of command points is indeed arbitrary, and it bothers me in principle. In practice, however, I have never actually run out of them, so it doesn't affect immersion or freedom.

....During this time, you would have some sort of penalty, the first one I can think of being that your ship idles, or is controlled by your first officier (the AI). It could also take a few seconds for them to receive and react to the order, making "micro" useless and impractical. Either that or add a separate cooldown to each unit on how often you can give them an order, on top of the transmission time.

Losing control of your flagship would be frustrating, and potentially disastrous. Instead, perhaps pausing in the war room could be disabled instead, thus forcing the player to balance their attention between controlling their fleet and their flagship, but this could likely end in catastrophe as well. I wouldn't be surprised if the devs have tried this at some point, and if so, I'd be interested to hear how it went.

Delaying order transmission wouldn't discourage micro, because you can't micro your units. They make their own decisions, and they're quite good at it.

2) Another possible alternative would not get rid of command points but instead make it so that 1 command point allows you to give as many orders as you want at a specific moment. For example you pause, send Bob to retreat, Joe to capture the sensors and Alex to clean the toilets. This is 3 orders but you give them all at once with the game paused so they cost only 1 command point. With this method, each command point represents an entire "decision" or an entire "change of plan" or "next phase of the plan". I think this would already be much better because let's be honest, sending 2 fighters wings somewhere seems petty but costs 2 command points while sending the Bis'mar somewhere is a huge tactical decision that only costs 1 command point. With this method each command point deserves equal thought and is significant, and the amount of command point could be balanced to reflect this.

Again, running out of command points isn't a problem. The problem is that command points are an artificial resource, and your second suggestion doesn't address this.

It'd be like you, as the commander, get on communications occasionally to update your orders for all members of the fleet.

This is how it currently works. You don't give orders to individual units; you give orders to your fleet as a whole, and units are automatically allocated to tasks.

Suggestions / Re: Alternatives to the current command points system
« on: January 22, 2012, 04:44:51 PM »
Hi, and welcome to the forum.

Starfarer has a steep learning curve in some regards, and an unusual command system which TotalBiscuit did not understand at the time he recorded  "WTF is Starfarer?". The current UI doesn't adequately explain everything one needs to know; I believe this has already been fixed in the dev version of the game, which is nearing release (right, Alex?). As such, I believe it is important to play the game in order to appreciate – and to be able to usefully discuss – the command system.

Personally, I have never had a problem with the limited number of command points, because you don't spend three points to command three units; instead, you spend one point to capture one objective, which in turn rewards you with several more points.

What is it, specifically, that you dislike about the current system?

General Discussion / Re: TotalBiscuit does Starfarer!
« on: January 14, 2012, 11:14:49 PM »
Congrats, Alex. You've well and truly earned it.

I imagine RPS will follow up once 0.5 is out, so there should be more to come soon enough.

General Discussion / Re: Newbie pointers needed...
« on: January 10, 2012, 05:19:52 PM »
3) Nothing Personal - I found the best was to set the carrier up at the left hand side bottom, and assault the point above that.  The problem is that while I can take care of all the fighters, I can't get my bombers to attack the cruisers in a concerted manner.  So I end up falling to a tide of cruisers.  Going right (set carrier up bottom right and assault the comm relay) doesn't help, because they'll get the comm relay first, and use the 30 points to steam roll you, meanwhile, you might have had the comm relay for a couple of seconds, enough to bring the majority of your troops in, but still not good enough to counter the cruiser tide.

In this mission, you basically want to divide your enemies and kite them into oblivion.

Try this:
  • Deploy all fighters and frigates, and either the destroyer or the freighter
  • Order your fleet to Capture all objectives
  • Set carrier and strike rally points in the middle of your side of the map
  • Once you've got some more fleet points, deploy the rest of your forces (the bombers and your flagship should be deployed last)

Don't worry about concentrating your forces; the enemy has superior numbers and will control the field if you let them. If you can capture all the objectives then do, but don't worry too much about it—just try to hang on to a few nav buoys and sensor arrays. When your flagship comes out, go to whichever side of the map the Onslaught isn't on, and start carefully picking off lone enemy ships. Try to kill their carriers first if possible, and whittle down their fighters, frigates and destroyers. Pay special attention to bombers. Once the little stuff is taken care of, turn your attention to the Dominator (save some Sabot SRMs for it; don't waste them on destroyers), and last of all the Onslaught.

Your bombers probably won't make much of a difference, but when you see an opportunity, take it. You will probably lose almost all of your fleet, but their noble sacrifice will allow you to take on the enemy one at a time and emerge victorious (albeit terribly alone).

Edit: I got 94% on this once, but I forget how :p

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