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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - Gothars

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Suggestions / Re: Missile/Torepedo Armor
« on: May 20, 2012, 01:40:37 PM »
I agree about the speed boost, it would also widen the window of opportunity. Right now when an enemy ship at medium distance vents flux and you fire missiles they are often to slow to make it to the target in time.

Suggestions / Re: Personnel loss on full hull damage
« on: May 19, 2012, 07:47:55 AM »
Thats already the case..

Suggestions / Re: Narc Beacon?
« on: May 19, 2012, 07:47:13 AM »
This doesn't make sense, the missiles are already perfectly accurate. It's just that their turn rate is often not high enough to hit, but that would not change with a beacon.

Suggestions / Re: Permanent system damage
« on: May 16, 2012, 05:42:34 AM »
I like the "less damage to kinetic weapons" idea to balance between high- and lowtech. It might be good to combine it with a specific factor for each ship that determines the resistance of other subsystems (engines and later additions). It sounds plausible that those big old fireholes of an Onslaught are a lot tougher than the slender, efficent engines of an Odissey. This is also a factor that could be easily augmented via the officers/the character.

@Alrenous: While I like the reactor-kill idea in principle, I see no simple way of implementig it. Keep in mind the ships are 2D, so a subsystem has to be at an edge in order to be damaged. A reactor is typcally in the ships middle.

Question: Does Alex or somebody involved with the development actually read this suggestions from time to time?

Suggestions / Re: Permanent system damage
« on: May 15, 2012, 03:16:08 PM »
Mh, good point. Maybe that could be compensated by not allowing permanent damage before the armor in the subsystem specific region is destroyed.

Suggestions / Re: New simulation mode?
« on: May 15, 2012, 10:26:08 AM »
I don't like the idea of having every ship and every weapon available from the start. For me, part of the fun is to discover new ships and I'm proud when i earned the money and can fly it for the first time.

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 / Re: Diablo-style randomly improved loot.
« on: April 01, 2012, 05:03:44 AM »
Surely the "emotional attachment" thing with the finished game will come from the officers assigned to each ship? It's not there yet because officers haven't been implemented, but I'm sure that's the idea of the whole officers with varied skills thing.

Well, the attachment with the officers will be just that, attachment with the officers. To like the ship the ship has to be special.

Just think of likeable ships like the Serenity (Firefly) or the Millennium Falcon. If those were just run-of-the-mill ships seen everywhere on screen, it would be hard to feel about them at all.

Suggestions / Re: Diablo-style randomly improved loot.
« on: March 31, 2012, 12:38:55 PM »
Well that is certainly not all it would cause. I think finding special items after a great fight or somehow finding them in the depths of the galaxy via exploring could be a very motivating reward. I personally don't care for "pants comparing", but if people like it let them do it, it doesn't subtract anything from the game for those who don't like it.

Besides, right now theres not much more to do then "senseless grinding" anyway. If new gameplay mechanics like trade and exploration are added they could provide those rewards too, so no reason to shift the players attention to grinding.

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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