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

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Messages - Gothars

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4336
Suggestions / Re: Different colored UIs for ships of different epochs
« on: September 11, 2012, 11:07:21 AM »
Well, to be perfectly honest the whole idea seems a bit pointless. Sure it would be great if there were different styles of UI (I'm going to ignore colour), but honestly, how could you make it look anydiffernt without it becoming "overcooked", that is to say too complicated with, I don't know, zig zags and cog patterns.

The point is to improve immersion, how is that a bad thing?

The answer to your question is off topic, so I'll put it in spoilers
Spoiler
Well, if i had to design the UIs, I would do it this way:

Low-Tech would be inspired by steampunk and WWII ship/submarine bridges. There would be a physical console with embedded (mostly analog-ish) instruments, but loose tubes and wires, a bit like this


 

Middle-Tec could go in the direction 1980s computer systems, obviosly digital but pretty rough around the edges. Visible console, but much more in the background




High tech would stay like it is, no physical console visible since the interfaces are neural, just a direct overlay projected into the brain. Maybe some fancy blend-in effects.

All interfaces would become visible damaged if the hull is damaged, tubes coming loose, screens flickering and stuff. Ok, enough fantasy.
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4337
Suggestions / Re: Different colored UIs for ships of different epochs
« on: September 11, 2012, 08:59:10 AM »
The idea is cool, but I'd rather have different colors on the UI reflect status rather than ship type. I like how when you have a ship targeted the UI changes to blue when the ship is disabled.

Could you expand on that? What kind of status? Doesn't make sense to have a UI-color for when the player ship is disabled...

The current system of different colored target overlay for allies (= same color)/enemies (red)/neutrals (blue) would naturally still be present, with the neutral blue changing to another color maybe.


If anything, I think that if the UI of different technology levels were to be different, I think it should be in style, not colour.

Sure, different styles would be even better, but would require much more effort. I think this has a great time to effect ratio. Would you rather have no UI-variation at all?

4338
Announcements / Re: Blog Posts
« on: September 11, 2012, 08:30:44 AM »
That's what I was hoping :)
 Munition restocking really doesn't seem necessary, both gameplay- and balance-wise.

Building/repairing things mid-battle could be interesting and deepen the tactic element. But for now i'm looking forward to the character system.

Btw., would be cool if you would check out my suggestion :)

4339
Announcements / Re: Blog Posts
« on: September 11, 2012, 08:13:16 AM »
Alright, now that that's clarified...which of these features are not under consideration anymore, if I may ask?

4340
Announcements / Re: Blog Posts
« on: September 11, 2012, 07:54:51 AM »
Construction Rig, Repair Drones – repair ships mid-battle and build temporary weapon platforms around captured objectives
Munitions Ships/Drones – rearm you ships mid-battle
Mines!

Erm... where'd you get these? None of those are anything I'd call "planned" - they range from "under consideration" to "not under consideration"...


From the only roadmap you (to my knowledge) ever laid out for us: http://fractalsoftworks.com/2011/05/17/starfarer-roadmap-whats-next/#more-663

Back then you wrote:
Quote
Mixed in along the way will be various combat tweaks and improvements. Some of the larger items on the list now are:
And they are in the list just under the points you already made true (phasing, ship-systems, the objective-oriented tactical commands).
 So it seems to me you "planned" those at least at that time...

If that's just to outdated, I'd be happy about a new roadmap ;D


4341
Suggestions / Different colored UIs for ships of different epochs
« on: September 11, 2012, 07:45:42 AM »
Just a little idea that could add some flair. The command centers on the ships of consecutive epochs are very different (the high tech ships having neural interfaces and stuff), so why not reflect that in the UI? It could be made switchable and customizable for mods.







4342
Announcements / Re: Blog Posts
« on: September 11, 2012, 03:19:32 AM »
Normally, for a game to go into beta it must be feature complete. The beta-phase is just bug fixing, balancing and polish. So we are still many releases away from that.

What's still to come before beta, from the old roadmap:


A full character creation system and skills (next release)
Officers & crew
Establishing outposts on planets
Blueprints and ship/weapon manufacture
Trade & exploration
Faction relations
Raiding core worlds and outposts

Construction Rig, Repair Drones – repair ships mid-battle and build temporary weapon platforms around captured objectives
Munitions Ships/Drones – rearm you ships mid-battle
Mines!


4343
Suggestions / Re: New Shield system
« on: September 11, 2012, 03:05:41 AM »
I know that system from Freespace. It makes sense if you control a fighter yourself and can shift energy between shield-sectors and stuff. For those AI controlled fighters it would make things only needlessly complicated and not more fun. Not to mention the effort to teach the A.I. a new system. I see nothing wrong with the current system.

4344
Suggestions / Re: U.I. improvements and customisability
« on: September 11, 2012, 02:21:52 AM »
I have no problems with the UI elements you mentioned. Of course  I would not mind a customizable UI, but I don't feel its necessary. Frankly, I don't think I would ever use a inertia indicator in the heat of battle when I could just look at my ship and see it move.

The only thing I do miss is an indicator for weapon status, to see if and for how long they are disabled.

Could look something like this, maybe with  the indicators flashing or red. If multiple weapons in a group are disabled, it should always show the shortest time.


4345
Suggestions / Re: Supplies and Repairs
« on: September 10, 2012, 04:35:41 PM »
I suggested that a wile ago and Alex said he would keep it in mind.

http://fractalsoftworks.com/forum/index.php?topic=3607.msg55330#msg55330

4346
General Discussion / Re: Mjolnir Cannon
« on: September 10, 2012, 07:49:22 AM »
Maybe some area damage could help, to reflect the effect of the singularity. That would make it effective against bombers and such, it would be quite unique.

4347
Announcements / Re: Blog Posts
« on: September 09, 2012, 09:32:57 AM »
If you succeed in making every play-trough new and interesting, and I believe you will, there's really no need for that kind of mechanic.

4348
General Discussion / Re: Steam Greenlight
« on: September 09, 2012, 05:50:36 AM »
Hey, nice idea, but its already been thought of quite a few times and turned down just as many. Keep coming up with new ideas though! Oh, and just a side thought, maybe try the search bar next time. Thanks and welcome to the forums!

Here's the quote from Alex, the lead developer:
Guys - I appreciate the thought, but I really don't feel like Starfarer is ready for this kind of exposure. Please don't do anything on my behalf to make that happen - I think it could end up causing serious problems, both for the development of the game, the community, and, indeed, my mental health :)

e/ I like that you got your initial as avatar ;D


Spoiler
Did I do good Hardlyjoking67? Are you happy?  ;)
[close]

4349
Suggestions / Re: Display suggestion:damage display
« on: September 09, 2012, 05:00:05 AM »
Really? I think the damage looks absolutely great in Starfarer, much better than the smoking holes in GSB. With the exception of ships explosions, those are definitely cooler in GSB. It would really help starfarer's look to have randomized multi-stage explosion, possible even with torn-off hull fragments.

...and I would not die so often from being to close to an exploding ship if there was a little warning time.

4350
General Discussion / Re: My gripes about the progression system
« on: September 09, 2012, 02:19:39 AM »
TL;DR: RPG's Need a Player character who is a unique and verry werry special little snowflake.  ::)

This character system, as far as I can say right now, is very gameplay oriented. All the aptitudes and skills are, while they enable you to envision your character somewhat better, mainly a choice in the way you want to play the game. Which is most important.

But would't it be nice if, in addition to this, there would also be a possibility to individualize your character on a narrative level and make him/her more colorful? Many of the traits in the 3 skills suggestions thread would be suitable for that. They had to differ from the skills in the way they would influence you. Maybe they could change dialog options, have positive and negative effects, unlock special missions or lead to very different play stiles by adding /subtracting a game mechanic. Some traits might be chosen at character creation, some gained trough events /certain behavior during the campaign. They point of open world games like starfarer is to tell your own story after all, and this could really aid that, I think.

I already asked Alex it at the blogpost, here's his reply:
Quote
Maybe, we’ll see. Have to get the baseline down and working before considering anything fanciful

Which gives reason to hope :)


What do you guys think?



edit/ Some ideas from the 3 skills tread to make clearer what kind of traits I'm talking about:
Spoiler
Uncooperative  Reduces your standing with factions larger than you, but increases their fear of you for every time you win a battle, which spreads to everyone else, boosting your renown and making it much more of a decision to declare you an enemy. Huge boost to conspicuousness however.

Honorable - Bonus in diplomacy, its easier to get escort and defend jobs, slight decrease in sell prices (you cant  shortchange anybody), lower destroy/capture rate for fleeing opponents

Obsessive–compulsive disorder  Meticulously pack everything in your cargo hold, everything takes 15% less space.

I'm Insured  You're much more likely to Repair ships that have been disabled after battles, but you have to pay 50/100/350/1000 a week, per ship in your fleet, for the costs of insurance.

Cyborg  You're part man, and mostly machine. Your higher brain functions are enhanced and you can manage much more than a normal human being. However, your crew can't stand the sight of you, and you've taken to locking yourself in your cabin during extended voyages. [+10 FP, -5 CP]

Terminal Illness  After you learn about your terminal illness, you revise your rather dull live and decide to make for the stars. The ticking clock and the will to archive something within your remaining time lend you unmatched determination and conviction (interplanetary and interstellar speed +30%, CP  +20%, Flagship OP + 20%, Flagship crew upgraded 1 level). Game will end after 1 -5 cycles with your death. Within that time a cure can be found that will remove the trait and all effects, but it's hard to find.

Odd. Very odd. A ship under control of this captain may raise and lower shields, fire or stop firing and generally partake in every action without anything quite so concrete as sanity.  It's not all bad though, the crew have to make the best of every opportunity. Turret turn and shield raise speed +100%

Craven Your cowardice has a streak of the desperation of a cornered rat. Lack of respect from your fellow captains gives penalties to FP and CP, but you receive a stat bonus when engaged by a larger fleet, and a large fleetwide stat bonus when attempting to break through enemy lines

Meticulous - You check and re-check every detail and enforce strict maintenance rotas. This strict regimen doubles the efficiency of your supply usage for maintenance and repairs but the skeleton crew requirement for each ship is increased by 25% due to the greater work requirements.

We have Ping Pong Tables  You get a bonus when Crew is generated at Stations, giving you a higher chance to see some Veterans and Elites, but you have to pay 25% more per Crew member and 5% more in wages (well, assuming we ever have to pay those galley slaves people).
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