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

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226
General Discussion / Preorders and Sales
« on: May 06, 2011, 12:11:00 AM »
I realize that this could be a sensitive topic for the devs but I'm curious about how many preorders have been made as well as how many sales you hope to make once the game is completed.

Again, if you guys are uncomfortable answering don't worry about it  ;)

227
General Discussion / Re: What's your favorite ship?
« on: May 05, 2011, 07:54:46 PM »
Yeah - oops.

228
General Discussion / Re: What's your favorite ship?
« on: May 05, 2011, 07:43:49 PM »
Ok, must change favorite ship. Without a doubt the Conquest-Class Elite Battlecruiser is the most bad ass ship in the universe.

I just beat the Last Hurrah with 74% - I took out both Onslaught-class Battleships as well as 3 Destroyers single-handed with my Conquest Battlecruiser. Broadside guns FTW.

229
General Discussion / Re: Questions and comments
« on: May 05, 2011, 07:31:13 PM »
Ok, so I agree that the Conquest-Class Elite Battlecruiser could use some fine-tuning, but the ship is bad ass.

I managed to pull aside an enemy Destroyer and laid waste to it, bombarding it with my broadside cannons. It was a very enjoyable moment :D.

230
Suggestions / Ammo Depot
« on: May 05, 2011, 07:21:07 PM »
I realize that Starfarer is to be an actual sandbox, open universe, so I'm not too sure how relevant missions are to become - however, I thought of a new capture point that hasn't been included in any of the maps so far.

Ammo Depots would re-arm any nearby friendly ships once captured which, as you can imagine, could become quite useful over longer battles.

231
General Discussion / Re: 'Impossible' mission
« on: May 05, 2011, 07:14:41 PM »
Ha, I managed to beat the impossible mission at 25%.

I rushed out and managed to capture all the points, allowing the enemy to only reinforce once. After than I managed to limp through and wipe out the remaining forces ;D

232
Announcements / Re: Starfarer 0.34a - Live Patch Notes
« on: May 05, 2011, 07:00:05 PM »
Its always nice to get a better view (regarding the zoom changes) of the battlefield.

233
General Discussion / Re: 'Impossible' mission
« on: May 05, 2011, 04:17:21 PM »
With some patience and careful maneuvering I was able to take down the Bis'mar. Yay me.  ;)

234
General Discussion / Re: Hi All
« on: May 05, 2011, 02:07:34 PM »
Am I the only non-bay12-er here?  >.> lol

Don't worry, you're not alone!

235
General Discussion / Re: Questions and comments
« on: May 05, 2011, 12:17:18 PM »
Hmm.

What if we had a cruiser-sized hull with good speed (but poor turn) and decent shields that was built to make passes by the side of larger ships while unloading a broadside? Yeah, we're going to have to try this one. :) 

And yeah, I guess the Conquest isn't so much filling a cruiser-killer role as it is a battleship with better maneuverability and some quirky heavy firepower. (Someone sack the design team of whatever shipyard built this thing!)

I've also noticed that the strafing controls do not play nice with the Conquest at all - they're built to focus the bow of a ship on the target, not a broadside. It -is- a bit awkward to use, and certainly with the broadside being a lot of heavy, slow shells, it isn't great at hitting cruisers.

I wonder what a beam weapon broadside would feel like...

I think the credibility of the ship's role could be improved by increasing the broadside weapon ranges.

236
Suggestions / Re: Unit groups [Not a bug]
« on: May 05, 2011, 12:01:44 PM »
One thing that would be nice would be the option to mass select / mass order.

237
General Discussion / Re: What's your favorite ship?
« on: May 05, 2011, 11:25:02 AM »
Asymmetric ship designs rock. More of them in the future please  ;D

At the moment I think my favorite ship is the Enforcer-class Destroyer and the Onslaught-class Battleship (that is, if I had the chance to pilot it).



I like the Enforcer because of how well rounded it's armament and engines are. Plus, being in control of all those rapid fire weapons is great fun  :P


As for ship ideas, here are a few components that could be incorporated in new ships:
  • Stealth / active camouflage
  • Jump drives
  • Flares / missile decoys
  • Mines
  • Noise cannons - energy weapons that disrupt weapon targeting on ships they hit (causes the weapon rotations to jitter)
  • Boarding pods - board and attempt to kill off the crew, giving you control of the ship
  • Tractor beams - great for capital ships, hold those quick moving destroyers in place
  • Harpoons - low tech tractor beams. Harpoon an enemy ship and drag around or reel it in

238
General Discussion / Re: 'Impossible' mission
« on: May 05, 2011, 10:34:49 AM »
Onslaughts are only dangerous from the front. Given their utterly abysmal turn rate, you should have little trouble getting around to the back and strafing it with your torpedos and antimatter cannons. Watch out though, as the antimatter cannons create enough flux on their own that only a few hits can overload you, which is bad if there are Pilum LRM's chasing you.

See, that's what I tried initially. It seemed like the most logical course of action to try and get behind the ship and then open fire but I still managed to die nicely. I'll try again later today.

239
General Discussion / Re: 'Impossible' mission
« on: May 05, 2011, 09:35:48 AM »
How did you guys manage to take down the Bis'mar? I cannot avoid / outrun all the machine guns and cannons on that beast. As soon as I try to get in range to fire my weapons, waves of bullets and shells are flying at me.

240
Suggestions / Re: Suggestions
« on: May 04, 2011, 09:45:45 PM »
I agree that it is easy to lose track of flux at the moment. Perhaps adding a circular UI element to the cursor to indicate hull / flux / weapon reload might be a good idea.

I also think increasing weapon ranges by about 15% might be a good idea to expand engagements and prevent crowding.

Lastly, due to the chaos of warfare (particle effects, passing ships, etc)  I find the targeting lanes do get a bit lost and overwhelmed. Something as simple as an additional black outline might be enough to get the targeting lanes to really "pop" up over the ensuing madness.

Overall, the game is combat is really well done and this is only the alpha! Can't wait to see the full game - hell, even the beta should be great.

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