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Topics - BillyRueben

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76
General Discussion / Star System Transportation Mechanics
« on: April 25, 2012, 10:09:44 AM »
So, I had a question. Does anyone (even Alex) know how travel is going to be handled outside of a star system? Will it be like a SPAZ system of travel, where there are defined "space lanes" of travel, so that in order to go from system A to system D, you have to go to systems B and C first. Or, will it be done in real time, where you can adjust your course will you are flying between stars, and maybe even be able to intercept other fleets? Has this even been decided yet?

Personally, I'd prefer the real time travel, but I can see where that would take a lot more development time.

77
Suggestions / Retreating
« on: April 23, 2012, 10:59:54 AM »
Two suggestions (sorry if this has already been covered):

First, I would like it if the "Retreat" command was a two part command. First, you would order a ship to retreat in their command window like you do now. Then, you would instruct which side of the battlefield they would retreat to. It bugs me that when I order a ship to retreat, they always go to the nearest edge of the battle, even when that edge is swarming with enemy ships.

Second, I would like it if the combat situation you enter a conflict in ("Attacking", "Defending", "Escaping") had an effect on which sides of the battlefield you can escape from. It annoys me that when the AI is trying to escape from my fleet, all they have to do is enter the battle, and retreat back to the top end of the map.

78
Suggestions / Testing Range
« on: April 23, 2012, 06:46:33 AM »
I've been suggesting it for a while, but I never made an actual thread about it, so here goes:

A good feature that Starfarer could really use is a ship/weapons testing area. Something that you could select from the main menu instead of missions or campaign, and have a sub menu asking you to select one of three features: (A) Shipyard, where you can edit ship variants that get carried in to the campaign and to the (B) Fleet editor, where you can change fleet setups to be used in the (C) Testing range, where you can send your fleet setups to engage each other.

This would let you test whatever weapon, ship, or fleet composition that you wanted. It would also let you create ship variants that could be used in any of your campaign save games.

79
Suggestions / Ships vs. Fog of War
« on: April 18, 2012, 12:29:56 PM »
I'm not sure if anyone else has these problems, but in what I would currently call mid-game (4-8 ships), catching an escaping fleet can be a bit of a challenge due to the fog of war. Don't get me wrong, I like it that way, but I was hoping that fog of war could become a larger game mechanic.

Nerfs Proposed:
A. Reduction in the line-of-sight of all ships.
B. Create an engagement scenario where line-of-sight is reduced.

Buffs to counter nerfs:
A. Smaller ships like frigates have a larger line-of-sight than the bigger ships.
B. All ships have a "Sensor Range" stat that defines how far they can "see".
C. A hull mod that gives a larger light-of-sight for the ship.
D. Create a probe missile that extends your vessel's sensor range.

80
Suggestions / Suggestions Concerning The Codex and Fleet Speed
« on: April 08, 2012, 10:25:54 AM »
1) I would love having the more common questions and answers from this forum included in the Codex, or some other option from the main menu, like a better "Tips & Tricks" section.

2) On one of the "Accidents" screenshots, the UI did a breakdown of where your supplies would be used for that day (repairs, crewmen, ect). I was hoping that we could get something like that to tell us what exactly was effecting (affecting?) our fleet speed.

EDIT:
3) It would also be cool if there was a way to manually group ships together, so you could sort them in your fleet screen with less effort, and when you went in to a fight it was easier to deploy them.

81
Suggestions / Universal Loadouts
« on: April 03, 2012, 01:21:03 PM »
I would love to be able to load my "Light Lasher" loadout from one of my save files to my brand new save file. I'd rather those loadouts be saved game-wide rather than be restricted to the save file I saved it on.

82
General Discussion / A Few Questions Concerning XP & Control Settings
« on: April 03, 2012, 12:22:22 PM »
First, has it been decided how your character and officers gain experience? Does the game (1)give your entire fleet a set amount of experience after a battle like it does now, or (2)will your character and officers earn bonuses depending on how much damage or how many ships that you/they disabled? While I would prefer the second option as it gives you an incentive to be more productive during a fight, it has the drawback of forcing you to play in a combat role. Players that aren't as good at piloting their ships or enjoy flying a fire-support ship could be at a disadvantage.

Second, I came to this game after playing SPAZ. While I don't have a large problem with the controls, I was happy to find that if you hold the "SHIFT" key while in combat, the controls behave more like SPAZ's did. Is there (or will there be) an option to make that the default control type? I love how much easier this would make kiting with something like a Hound, Lasher, or Tempest.

Lastly, is there an option in the Refit screen to set a weapon group to default to autofire? A large frustration of mine is to be flying my ship in to the middle of a fight and not realizing that I didn't set my point defenses to fire.

Thanks.

EDIT: Oh, one more question. Is there any way to save a ship loadout so that you can access it from a different saved game?

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