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Messages - floatercommander

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1
General Discussion / Re: Destroying vs Disabling
« on: January 26, 2012, 06:52:22 AM »
Speaking of which, how much damage does it take to completely destroy a hulk, if that's even possible?

2
General Discussion / Re: Dire Straits
« on: January 26, 2012, 06:51:02 AM »
Dire Straits is probably the hardest mission in Starfarer right now.
I managed to get a 20-30% a few times by killing the fighters and frigates before deploying any civilian ships (and even then, lure the enemy ships in one direction and rally the civilians in the other before retreating). Keeping all your fighters and flak in one place seems to work for that.

3
General Discussion / Re: High Intensity Laser, does it need more power?
« on: January 26, 2012, 06:34:38 AM »
I, for one, think it's fine as it is. Take a Balanced Aurora for example: you can shoot two out of three HILs it has at anything within a very wide arc and long range... forever. They deal quite a lot of damage over time as well, provided you don't try to overload shields with them. HILs are also unequalled anti fighter and anti frigate weapons: you can overload and kill a frigate or swat a fighter wing long before it can effectivelly engage your ship. Not to mention torpedoes or long range missiles.

If anything, I would welcome a slight increase in range and a small reduction in flux, but that's about it. Maybe a supercharged version that'd deal more damage at the expense of ridiculous flux (then again, I'm a sucker for oversized laser pointers since Freespace 2).

4
General Discussion / Re: Simple client/server multiplayer
« on: January 23, 2012, 09:58:50 AM »
"REAPER FIGHT"
I'd... love to see that.

5
Suggestions / Ballistic ammunition/missiles.
« on: January 23, 2012, 04:17:24 AM »
Are different ammunition types a possibility?
I was thinking along the lines of the EVE system, where you can load various types of ammo (shield breakers, explosive, long range etc., although rapid fire cannons with tactical nukes were always my favourite, if just for flavour) into your cannons. It could be implemented by giving a selection of ammunition loadouts for ballistic weapons when fitting them (all long range rounds, every third round is a shieldbreaker, every second an explosive etc.).

6
Suggestions / Re: Shield locking
« on: January 23, 2012, 02:28:58 AM »
Different controls for shields and weapons, perhaps?
Then again, I like how it is now. Directional shields are pretty powerful already, since you can just raise them to meet whatever is coming your way and turn them off again after they take the hit. No need to turn the entire ship or wait for the 360 to come up (God, these take FOREVER to raise).

7
General Discussion / Re: Ai priorities...
« on: January 22, 2012, 08:42:10 AM »
Tweaks to fighter ai would be great. I don't think a Talon pilot would spontaneously decide to attack a battleship for giggles, for one.

8
Suggestions / Re: Few Suggestions For the Devs (just Alex?)
« on: January 22, 2012, 07:10:56 AM »
I... never experience that problem, really. Might be a question of different playstyles.
In the meantime, can we have an ammunition storage hull mod?

9
Suggestions / Re: Few Suggestions For the Devs (just Alex?)
« on: January 22, 2012, 06:56:41 AM »
Missiles don't do that much if you just spam them.
One thing that supply ships would solve is the inability to reload strike weapons on lighter ships, particularly torpedoes. Then again, it's not a big deal and certainly not a priority.

10
Suggestions / Re: Nukes
« on: January 22, 2012, 06:49:03 AM »
Suicide ships/fighters would be neat. I don't understand the point of having nukes in space, though. Functionally, it'd just be a big, scary missile, and we already have those.

Speaking of which, torpedoes with a small shield or maybe ones that launch decoys might be a fine addition to the game.

11
General Discussion / Re: Simple client/server multiplayer
« on: January 22, 2012, 05:58:52 AM »
There's a lot of potential for new and different mechanics and factions (new weapon types, maybe? I always liked the hybrid guns and drones in EVE) there, but we don't even know the full feature list for the 'vanilla' game, so... no idea if there's room or reason for new ones.

Multiplayer would be great, but I do agree with Alex on that. There's a lot of work to be done even without trying to implement netcode.

12
General Discussion / Re: Simple client/server multiplayer
« on: January 22, 2012, 05:31:07 AM »
@Beanus
Seeing as the game takes place in just one 'sector' out of an unknown number, it'd be quite easy to do.
Alas, I must now go to stop the drooling.

13
General Discussion / Re: Wonderful!
« on: January 22, 2012, 05:17:54 AM »
@Kil
Dire Straits. As for weapons, some more PD and a proper strike weapon on the Black Star, because everything is better with Reaper tubes.
As it is, I can manage a 20-30%, but it's damn near aggravating to do so.

14
General Discussion / Re: Wonderful!
« on: January 21, 2012, 02:44:05 PM »
Yup, that's me.
I've pretty much beat it but there's this ONE BLOODY MISSION... which I'm confident I could take easily if I was allowed to swap some weapons.
Can't wait for the update.

15
General Discussion / Re: Predator or Prey
« on: January 21, 2012, 11:11:58 AM »
I beat it by ordering my carrier near the nav buoy, sending all the fighters to escort it and hunting down the bomber wings. Then it was a simple matter of landing a torpedo volley on the carrier. You'll lose most or all of your fighters in any case, it's just a question of trading them for enemy bombers, since they're the only thing that can kill you.

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