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Messages - Thaago

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6571
Discussions / Re: Higgs Boson
« on: July 05, 2012, 06:59:25 AM »
I heard through the grapevine yesterday that the observed particle doesn't have quite the right characteristics to be the standard model Higgs. Only time will tell, but this could be either something entirely new, or the standard model needs changing! Or it could just be a small tweak. But still!

6572
Suggestions / Re: Feedback: AI problems
« on: July 05, 2012, 06:49:31 AM »
The venting is mentioned in the patch notes (will vent when low flux but not engaged) but I don't know how 'aggressive' the AI will be with it... I guess we'll see.

6573
Suggestions / Re: More 'human' implementation of crew accuracy
« on: July 04, 2012, 09:44:40 PM »
The AI is already much more accurate than I am! The only difference is that I will walk my shots until I hit a small, agile craft, while the AI just keeps shooting behind it.

6574
Suggestions / Re: Feedback: AI problems
« on: July 04, 2012, 09:43:00 PM »
I've also noticed that fighters will try to stay in formation waaaay too much - to the point where only the 'lead' ship in a wing can fire, because the others are trying to stationkeep rather than fight.

6575
Suggestions / Re: Multiplayer in Starfarer?
« on: July 04, 2012, 09:36:52 PM »
Its not happening.  :-\ Would be awesome, but Alex is specifically approaching the design of the game from a single player perspective. Perhaps in many years if the code is released some intrepid modder will make an add on, but I doubt it. Do a search for multiplayer and you'll see previous people saying the same thing.

6576
Suggestions / Re: More 'human' implementation of crew accuracy
« on: July 03, 2012, 07:33:09 PM »
I really really like Psiyon's suggested new method!

6577
Suggestions / Re: Negative damage values
« on: July 03, 2012, 05:39:27 PM »
I'm solidly in the 'repair beams make absolutely no sense' camp.

From realism/lore: if they have nanobots that can reconstruct complicated armor systems and hull, why do they need autofactories? Why do repairs take any time at all? It would be a glaring hole in internal consistency.

From gameplay (because realism/lore arguments are only marginally meaningful): Healing almost never adds depth to a game. There is a very fine balance between A) healing is too powerful so the only viable strategy is to attack/defend the healers and B) healing is too weak and can be mostly ignored in the heat of combat. For Starfarer, the only thing I can see heal rays doing is making the 'ball of death' strategy even better, or making small strike ships more powerful. I suppose it would be nice for mods, but I would rather have core features first.

For those interested, Alex addressed cooperative systems in the comments of the most recent blog post:
Quote
@asdfg: Right – I see what you’re saying. I think those are good ideas for system – so, let me explain why not very many systems like that are in the game (in fact, the only one I can think of is the ECM Emitter on the Omen – which, lightning-based as it is, is functionally a field around the ship where stuff (missiles, fighters, ship weapons/engines) gets disabled).

It comes down to what you’ve said in the beginning – ” The reasoning is to have a true support or “force multiplier” type roles that opens up more complex and interesting tactics/strategies.”

Now, there’s nothing inherently wrong with that – but I think these types of tactics/strategies are more naturally suited to emerging in multiplayer coop game. I don’t think it’s something the AI could pull off – at best, it’d know a few canned strategies, and the player would be frustrated in not being able to get the AI to cooperate with them how they want, when they come up with something new they want to try. A potential answer would be allowing more explicit control of allied ships, but that’s not a direction I want to go (makes the game too much of an RTS and takes away from piloting your ship).

That said, some of these could work – say, a tractor beam version of the inertial dampener. But the more purely-dependent-on-effective-cooperation a system would be, the more likely it is to run into trouble. This is exactly one of those design issues that come up if you try to design a game to have both multi and single player in it. For a co-op multiplayer game, systems that allow/force the players interact with each other are a must. For a single-player game, I don’t think it’s such a good idea – again, can be done to an extent, but shouldn’t be the focus.

6578
General Discussion / Re: fleet tactics
« on: July 03, 2012, 05:13:04 PM »
Welcome to the forums!

1) A lot of people have been mentioning this and I completely agree. At the moment the default AI behavior (no user input) is for the ships to spread out and hunt. This works for small ships, but for cruisers and higher I would want the default behavior to be sticking together  - only if they are pulled by multiple commands should they separate (two defends, for example).

2) I also find the automatic grouping extremely frustrating, and for the same reason. I find LRM's to be pretty excellent at close range and so put them in pretty much every medium missile slot. As you observed, this makes the fire support channel completely useless. I feel that combat would be about three times more fun if we could define our own groups period (rally group 1 here, group 2 attack that ship, group 3 escort capital, group 4 seek and destroy...). Checkboxes in the refit screen would be perfect.

 

6579
General Discussion / Re: Um.... midlines...
« on: July 03, 2012, 03:37:15 PM »
I have 2 very similar setups for 'soloish' operation, but be warned that the Hammerhead, like other midlines, really does do much better with support. I leave the front missile slots empty because I find most Hammerhead builds over-gunned. The extra 10 OP does wonders for flux. Heavy maulers are fantastic btw - they crush frigate armor in 1 shot and will get through everything else pretty quickly. A lucky shot can even knock out a Hound engine from full armor - not that often, but its an instantly dead hound.

When fighting Heg/Pirates:
2x Heavy Maulers
2x Tactical lasers (front)
2x PD lasers (back)
Small missile slots either blank or with 1 shots.
advanced optics, balanced vents and capacitors

The long ranged tac lasers will really punish fighters while the PD lasers will eat incoming missiles extremely well. Advanced optics are a must for them, if you don't want to use AO then take burst PD instead. This saves 4 OP for whatever you want but makes your Tac lasers less effective and gives up some firepower against fighters.

For fighting Tri-Tach:
Replace 1 Heavy Mauler with a kinetic gun of your choice. HVD is the same range as the HM so works well but has low damage. This is only when you lack other kinetic support - if running with broadswords and a carrier then stick with twin heavy maulers.

6580
Just checking in- real life work reared its ugly head so I can't contribute for about a week - if someone else wants to finish the independents before then be my guess. The neutral faction I made was supposed to be the start of the independents, I just used the wrong name.  :P

6581
General Discussion / Re: Weapon Balance: Storm Needler, Annihilator
« on: July 03, 2012, 09:55:26 AM »
Decreasing accuracy is a buff.

I like the mark 9's and the mauler inaccuracy because my gunner don't lead fast ships quite enough; with a perfectly accurate weapon, they perfectly hit the wrong target.

I disagree that lower accuracy is a buff, but I have noticed the same phenomenon. A human gunner, even a bad one, would 'walk shots' and eventually have better aim. An AI gunner that is programmed to be inaccurate will miss forever. Its actually extremely easy to exploit this and dodge shots coming from regular crew - luckily the AI doesn't know how or ballistic frigates would never be able to kill each other.

6582
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 02, 2012, 08:37:55 PM »
True... I was kidding although it didn't come across right  :-\. The reality of what I wrote is more the classic sign of a broken weapon...

6583
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 02, 2012, 06:38:44 PM »
Looking at most of the mods out there, letting modders balance the game is not a good idea...   ;)

Hahaha yup ;)

The community in general does give lots of feedback on weapon balance though. When half of people are whining about it being overpowered and the other half declaring it worthless, you know a weapon is balanced. :P

6584
I'm not all that surprised either. There is only so much to do in the current campaign so replay value is a limited atm - people lose immediate interest and only check the forums casually for updates. The last update was significant but didn't add anything really new. The next update will add ship systems(!) so I suspect the forum activity will surge upwards discussing them. Even then things are pretty much confined to combat and once everything has been gone over activity will go down... right up until the campaign expands or officers are implemented etc etc.

6585
I'm not all that interested in having 'equivalents' between energy and ballistics - part of what makes the whole system interesting to me is that the weapons have their own strengths and weaknesses.

As to the original post: it would be interesting to see this as a hullmod, but it would be more than a little screwy with balance. A full 50% range boost would just be ludicrous... but then again without the damage increase energy weapons become a bit anemic. I don't think this could be done with a mod at the moment because the energy damage boost is hardcoded in (or at least I've never seen a mention in the api's).

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