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Messages - Catra

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1
Suggestions / Re: Make boarding a real choice
« on: October 13, 2012, 12:02:06 PM »
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The assessments are supposed to represent the applicable spectrum for the specific situation. If the assessment is "cakewalk" I'd say there is no chance that you'd lose the docking ship.

then this brings us full circle:

why would i use a combat vessel ( which doesn't have all that much capacity for marines ) over a non-combat vessel ( which has a huge capacity for marines ) for boarding operations? in your example you  have 4* the amount they do and only have acceptable, the non-combat vessels can bring alot more than that.

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Here are the factors that would go into risk assessment:

Number of marines,
rank distribution of marines,
number of enemy crew,
rank distribution of enemy crew,
size of enemy vessel,
size of player vessel,
hull status of player vessel,
player character skills,
officer influences,
enemy character skills,
enemy officer influences.

- already showing it

- already showing it

- already showing it

- make the numbers tiered so your example would be something like : 0/0/7/2 ( Elite / Veteran / Normal / Green )

- already showing it

- already showing it

- you already show this in the victory screen, showing it again is redundant

- mouse over your units to see what is effecting them, just like the ships show their augments.

- you cannot possibly know either of these ( unless the enemy is using something that is super obvious ), so it would be rather jarring to know beforehand that he is some counter-boarding specialist or some Elite ex-marine or whatever.



though, this wasn't what i was getting at:


in your example, you have acceptable.

what does that mean? what are the chances of something happening?

basically, break it down so i can send the appropriate forces in. so something like:

Risk Assesment:

chance overrun:
chance self destruct diffusion failure:
chance of marines damaging the ship into an inoperable state:

2
Suggestions / Re: Make boarding a real choice
« on: October 12, 2012, 09:26:42 PM »
i don't think any sort of indication should be in place due to how you have random events. if you get a "cakewalk" indicator, and the thing blows up in your face, then it kinda failed its purpose and you should pay no heed to it and just throw everything you have at it until you figure out a good "optimal" number to use. seeing raw numbers will always beat out a more generic status anyday since it gives you the ability to make a much more informed decision, and if it does go wrong you can go " well, i knew the risks" instead of wondering how your marines managed to screw up what was supposed to be easy and leave the player with a bad, bitter taste in their mouth.

the X games suffers heavily from this: a generated mission can be trivial, and spawn enemies / generate objectives that are nigh impossible to do with your current craft, or be marked as very hard and you just breeze through it.


3
Suggestions / Re: Make boarding a real choice
« on: October 12, 2012, 05:13:21 PM »
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If multiple ships can dock that value is severely diminished.

this would just simply increase the value of high capacity ships, as you would be risking less and push the more dangerous outcomes either further or completely off the table.


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Can we also consider the experience level of the marines as well?

this is also something that would definitely need to go in, if only because i would want to know what the chances are of them not being able to diffuse a self destruct mechanism in time so i can make a more informed decision.

4
General Discussion / Re: The Difference
« on: October 12, 2012, 03:00:19 PM »
map size.


if you choose defense when the enemy chooses to flee (or vice versa) then there will be no combat.


starting fleet points.

5
Suggestions / Re: Make boarding a real choice
« on: October 12, 2012, 02:43:45 PM »
Catra: its not the questions he doesn't like - they are very good questions that will probably help refine this suggestion.

What people don't like is your hyper-confrontational way of saying that you disagree or that someone hasn't answered a question to your liking.




firstly, time of events is important:

he sent the PM BEFORE that was posted, there was absolutely nothing confrontational in those posts.

secondly,

there's a huge difference between "not to my liking" and "completely dodging the question", go learn what they are.


thirdly

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This whole post is just you sarcastically whining

you clearly don't know what these words mean, please don't post things that you clearly don't know how to use.




this is my last post to you, you are not someone i want to conversate with.



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I would like to hear opinions on the "should multiple docking ships be allowed?"


i say that only the capital ships should be allowed to have multiple ships dock at it, since it would probably require the use of multiple teams to actually force a takeover.

6
Suggestions / Re: Make boarding a real choice
« on: October 12, 2012, 10:38:08 AM »
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Hey Catra, questions are fine, but I would ask you to dial down your tone. This reads a bit as if I'd be on trial.

oh, i am ohso sorry for calling you out on dodging a question and wasting my limited time. answer it next time and maybe you wont get such a "tone"  ::)

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If you got further constructive criticism you are welcome to express it, as long as you can do it nicely.

and how can i do so? you PMd me whining about my questions being negative. if you consider a line of questions negative, then theres no way to do anything nicely.

7
Discussions / Re: Dark horizons: MAV
« on: October 12, 2012, 03:09:58 AM »
what a bad time to be releasing a multiplayer mech game.....

8
Suggestions / Re: Make boarding a real choice
« on: October 12, 2012, 03:08:10 AM »
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Mh, as I said the success rate is still not that high.

and that's completely dodging the question. i don't care that it's not high, nowhere was i talking about the success rate.

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And you are towing a otherwise useless ship around that is even far inferior in it's only role to most capital ships.

and that would apply to every other ship in the game as well....there's no point in comparing it to capital ships since capital ships are going to dominate no matter what you put up against it.

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So I don't think the Valkyrie is a balance breaker or a must have.

so, it's balanced and not considered a must have because of lolcapitalships? yeah, that makes perfect sense. that just shows how horrible the balance actually is, as you need a capital ship, a ship whose monetary costs are some 10 - 15x the amount of the ship, whose large weapons are just as pricey - costs 4x the amount of the ship, whose 2x more expensive FP wise to compete with it for boarding operations.

also, for small time operations who can't find a place to buy (let alone, afford or steal) a lolcapitalship, what do you suggest they use then? why would they put a much more important fighting ship on the line when they can send in a ship whose job is to do nothing else BUT deliver troops and can atleast wipe a few negative consequences off the board?

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So if you want a special ship you have to traverse dangerous space and commence the boarding there.

which i already addressed:

you are going to go there.
get your prize ship.
leave.

you are not going to:

proceed to where your prize ship is.
commence to shoot up anything that shows hostile between you and the target sector and potentially have some disaster befall you.
die horribly.

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maybe it becomes less nice if you keep attacking them...

yes, biting the hand that feeds, always a grand idea. one is not going to shoot up the side which is dominating the area.

9
Suggestions / Re: Make boarding a real choice
« on: October 11, 2012, 07:32:46 PM »
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significant possibility that the boarding fails and your ship gets damaged in the process.


and why should i care that a relatively cheap non-combat vessel got damaged? the cost to repair is likely nil, and you can toss all the armour and hull upgrades on it if you are especially paranoid.

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That's true for the current one-system build. I expect things like damage and crew-loss to be much more relevant once you can venture in unknown territory, or even in hostile space where no station is near. If you think about the whole accident system (on which my suggestion is based) it doesn't make that much sense right now, all consequences can be compensated within the minute.

i doubt anyone is going to actually stop and cause any trouble when way out in the middle of nowhere, as that is a much bigger risk than 1 ship getting it's paint scratched.

i doubt anyone is going to go on a rampage in enemy territory when looking for a specific ship.

the only thing i foresee is a player camping the most convenient spot ( IE: a spot with lenient / no guards, easy access to repairs + crew ) to do boarding action.

10
Suggestions / Re: Make boarding a real choice
« on: October 11, 2012, 03:35:39 PM »
wouldn't the valkyrie make boarding trivial? ~200 Spartans SPESS MEHREENS convicts with guns being prodded forward can easily overwhelm anything that isn't a paragon / astral.

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I had figured that the ships that you could capture were the ones that weren't totally destroyed, and the ones that were un-capturabe were just junk. Is this not the case?

that is indeed how it currently is.

11
Suggestions / Re: Make boarding a real choice
« on: October 11, 2012, 01:28:53 PM »
this style of boarding was brought up last month :|

http://fractalsoftworks.com/forum/index.php?topic=4236.msg69592#msg69592


though, +1 for fleshing it out some more.

12
Discussions / Re: Star Citizen
« on: October 11, 2012, 11:33:00 AM »
he talked about that in the gamespot video. you can own your very own carrier and can tug around your buddies fighters.

13
Discussions / Re: Star Citizen
« on: October 10, 2012, 03:12:10 PM »
gameplay starts @ 24:00 in.

14
Discussions / Re: Star Citizen
« on: October 10, 2012, 03:06:19 PM »

15
Discussions / Re: Clockwork Empire
« on: October 09, 2012, 05:30:14 PM »
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Startopia have independent population, too.

the aliens of startopia had one function: to serve as some sort of resource / utility generator. that's it. they were still ultimately just a labour force.

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I'm not quite sure how CE's system will differ from that.

i see plenty of examples.

- in startopia, they just got smashed. in the CE concept story, a female patron gets smashed and asks a male patron to marry her on the spot after finding out they got some of the same interests, and they do so by electing the town clerk to wed them since no priest was present.

- in startopia, a scientist didn't have preferences. in the CE concept story, the scientist prefers field work to labs.

- in startopia, guards shoot guns / arrest people. in the CE concept story, guards also spread rumours of stuff they can see, but can't identify, thus scaring everyone.


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did you understand it will be something  fundamentally different?

instead of trying to tactfully call em a moron, how about you explain?

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