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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Topics - Gothars

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Bug Reports & Support / Hidden UI / Videofeet bug
« on: August 29, 2012, 10:15:48 AM »
When you select the "show video feed" view of a ship and hit F11 (hide UI) it returns you to the tactical map. The "follow target" view works fine.

Also, when you select "show video feed" and open the tactical map intentionally, after you close it again the view is back at your own ship.

Suggestions / Two small UI Suggestions
« on: August 28, 2012, 01:12:25 PM »
I really like the cinematic mode you get by pressing F11. It makes all UI-elements disappear, except one: the brown squares around the enemy ships. Could those go too please?

The other thing: Despite playing for some time now, I often find myself forgetting about certain seldom used keybinds, like "hide weapon arcs". You can't bring up the options menu during a fight to have a look. It would be great if F1 could bring up the controls menu for quick reference.

By the way, I'm still hoping to see my old UI suggestions realized one day :)

Bug Reports & Support / Stretched weapon sprites
« on: August 26, 2012, 12:50:11 PM »
Ok,  I don't know if this is a bug or not but it seems a little strange. Many weapons like the phase beam, AM-blaster or pulse laser get stretched if they are placed in hard points, so they appear longer. But many other weapons like the burst pd laser and the ion cannon have the same size regardless of where they are mounted.

Is this just art design or is there any system behind this? Or is this really a bug?

Bug Reports & Support / Ship size inconsistency at tactical map
« on: August 21, 2012, 09:29:54 AM »
Not very dramatic, but some ships seem to scale with zoom level and some don't. Here, for example, is a Paragon (scaling) vs. an Aurora (not scaling). At full zoom that leads to the impression that the capital ship is smaller than the cruiser.

Zoomed out:

Zoomed in:

Other ships I found to scale badly: Dominator, Eagle, Falcon, Venture, Onslaught, Astral, Doom.   The Apogee, like the Aurora, seems fine.

Some destroyers are also effected, but it is hard to notice due to their small sice: Enforcer, Gemini, Medusa

Furthermore the Conquest and Atlas  are always displayed to small, but there is no inconsistency and I assume it's just to fit in the square (but then again the Valkyrie doesn't care for it's square...)

Suggestions / Maneuvering Jets should work with Flameout
« on: August 12, 2012, 06:16:39 PM »
The title pretty much sums it up. Maneuvering Jets are among the weaker systems so they could use a little boost. And it is specifically stated in the description that they are separate thrusters, so it would make sense for them not to be affected by a burnout.

Suggestions / Idea for the upcoming campaign: user generated content
« on: August 09, 2012, 12:22:30 PM »
As I understand it the next step in development will be to build the galaxy and its content. Since Alex is as of jet very tight lipped about what he plans, it is a hard and maybe a bit early to speculate (I don't even now if it will be static or procedural generated). However, all open world games have a similar problem, which is that it's quick and easy to generate a lot of space and very tedious to fill it with quality content. There are different solutions (and combinations of those) to this that I have observed in Games:

1. Handcrafted content: obviously the best solution, but to build enough events and missions by hand would require a ludicrous amount of time or manpower

2. Repeating, semi-randomized content: generated missions like in the X-series or S.P.A.Z are an attempt to tackle the problem, but in my mind a very bad one. They just stop to be interesting after the first time and only serve for grinding after that.

3. Fully randomized content: games like Minecraft or 4X-Games have little to no missions or narrative elements but rely completely on the self-sustaining dynamics the make up the game. Which works very well for the most part, but can not convey deeper motivations and never quite reach the complexity and involvement of handcrafted stories

Enough talk about the problems, here's my idea for a solution: Fully utilize player generated content.

What I mean with that is to create an mission-editor that is simple to use and to distribute it with the game. Let players write their own stories and forge them into the game, including story lines, cut-scenes, event triggers, custom items and everything that's necessary for a fulfilling game experience. Tools like RPG maker or the Editor included in Operation Flashpoint/ARMA come to mind.

Obviously that would create a very volatile level of quality. To get the content in the actual game, a detailed rating system would be a solution. Curious players could load newly made content in their game and judge it in multiple categories like quality of writing, consistence with lore, balancing, uniqueness and so on. Only the best content would then be integrated directly into the game (legal issues?) or at least distributed as a recommended bundle, next to the game download button.

 Utilizing player creativity has proven to be a route to success for a game, benefiting both developer and gamer. And judging by the modding and fan fiction scene in this forum Starfarer already has a creative community.

The advantage of this would not only be that the game could be filled with quality content in no time. It
 would also add a whole new level of creative involvement and ensure for Starfarer to be fresh and exciting long beyond the end of it's official development.

Bug Reports & Support / white screen + freeze after explosion
« on: August 04, 2012, 07:01:27 AM »
I just encountered this for the first time. After the explosion of a Buffalo Mk.II the screen went white as it should but stayed like this, sound frozen, but cursor still movable. I will give the word should it happen again.

Suggestions / Some simple UI suggestions
« on: August 03, 2012, 10:17:22 AM »
This are just some comfort tweaks, i made a mock up screenshot for your convenience.

1. The personnel marker has a middle value that shows the additionally required minimal  flight crew to operate all ships. Right now I always have to buy my crew in estimated chunks.

2. There are buttons for ship/fleet repair in the fleet tab of a allied/neutral station. If you click "Repair Ship" you can hover over a ship to see the required supplies to repair it (as shown) and then click to reapir. If you hover over "Repair All Ships" it will show you the total supplies costs.
For added comfort a auto buy function could be integrated to buy supplies if the fleets are not sufficient.  

3. (Not shown) A "Fill Ranks" button, that lets you hover over a ship to see how much pesonell is required and then click to fill it with the cheapest available crew.

e/ fixed required crew display

Suggestions / Permanent system damage
« on: May 15, 2012, 10:05:33 AM »
I always felt that the subsystem damage system could use an overhaul. Right now only weapons and engines can be damaged, and only for a few seconds. It might add some tactical depth if those subsystems (and possibly even new ones, like sensors, comm, shields or hangars) could be permanently damaged and had to be repaired after the battle  (like armor). The way it is now every ship stays at 100% attack power, even if its armor and hull a already ragged. I'm not an advocate of great realism, but that just doesn't feel quite right.

That way new tactical goals would arise, some examples:

- the enemy fleet is too strong and fast, but some frigates manage to take out its paragons engines so the player fleet can escape in the starsystem view
- the enemy battleships torpedo launchers could be taken out by bombers before close combat with the players battleship begins
Once the starsystem map has more possibilities like fleet splitting or helping allies there are many more interesting scenarios possible.

There  are different ways of implementing such a system. Maybe the simplest way is to count how often a subsystem is temporarily deactivated. And every time it gets frizzled there is a increasing chance for it to be permanently offline.

1. time offline : 100% reboot chance
2. time offline : 95% reboot chance
3. time offline : 90% reboot chance
4. time offline : 80% reboot chance
and so on

It would have to be balanced, so permanently damaged subsystems don't occur often by chance, but are usually the result of a deliberate enemy attempt to shut it of. Otherwise it might get annoying.

I think (hope) such a system would be relatively simple to implement (no new graphics) but would open many new ways of playing the game.

Thanks for reading


Suggestions / Diablo-style randomly improved loot.
« on: March 31, 2012, 12:18:31 PM »
Starfarer is already a great game, but obviously theres still much room for improvements. One problem that I find is that there are not enough possibilities to make your spaceship unique. It's good that you can name and equip them, but there are always many very similar ships in the system. But in order to become emotionally attached to your vessels they have to be unique.

So I thought a Diablo-style item system would be great to individualize your ships (and fun in itself). Those improved items would  not even have to be that much better (that would screw up balancing), just make them rare so they feel very special (in that they would be very different from the diablo-style, where you absolutely need improved items).
I case somebody is not familiar with that kind of system: You could find or buy normal items with randomly generated improvements. Every improvement is associated with a pre- or suffix alongside the name. An item could have two improvements, the combination and the actual values of the improvements should be randomized.

For example there could be:
Chaingun (normal stats)
Fine tuned Chaingun (better precision)
Fine  tuned Chaingun of improved cooling (better precision, faster fire rate)

Maybe the same system could even be applied to ships.

What do you think?

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