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General Discussion / Re: Starfarer and Steam.
« on: January 12, 2012, 06:27:18 PM »
Amazingly, I already have Starfarer on Steam!
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
im sorry but i wouldnt want it venting out of my will...what if i dont want to or im in a situation where i need my small PD weapons or fighter killers...that would become a disaster and i would lose the feeling of control in the game
A flux/hull overlay is already in the dev build, though I'm thinking of supplementing (or replacing) it with something more graphical - perhaps brief electrical arc flashes when the ship is getting close to overload, so you don't have to watch the bar so closely.
I actually did try something very similar early on. It really does sound great - but actually implementing any of those things in an intuitive and satisfying way is *hard*. If you fail to convey that something is happening (weapon misfired!) and why it's happening (flux too high!), it's going to look like a bug. That's what it looked like to me, while I full well knew what was actually going on. So, not saying that it can't be done - it probably can - but it's a lot more of a minefield than what it seems, and there's huge downside for getting it wrong.
As far as the "realism" of it, I actually think it's sensible. There are fail-safes - you can't overload just from firing your weapons. The only real way to overload is to have your shields up while taking fire. So, venting when flux is high isn't even saving you from a potential overload unless your shields are up, too - and given that there might be a torpedo coming in, that's a decision best left to the captain.
In general, automatically doing something that takes a great deal of control away from the player seems like a bad idea on principle.
How do you handle a variable size red-zone and make it easy for the player to interact with it, in the heat of battle? Considering each fight within a battle is multi-dimensional as it is?
New players might be hamstrung almost as bad by the constant flux-venting, coupled with potentially terrible timing that this might give - it could be frustrating. The better solution is to teach them the importance of the game mechanic with progressively difficult battles, or something cleverer.
I like the simplicity of the current overload system, and if you coupled your suggestion with weapon strikes disabling systems (as will happen in the next version) I would be slightly concerned for the players understanding of 'what the hell is going on' when fighting (was that a strike or an overload? Why is the world collapsing around me? What have I done!).