Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mattk50

Pages: 1 2 [3] 4 5 ... 29
31
General Discussion / Re: Time limit on frigates is bad.
« on: February 12, 2014, 01:15:17 AM »
It is needed to keep them balanced, you can get like 5 frigates for the DP cost of 1 onslaught and still have money left, and they will get the same job done if outfitted right.

thats an unrelated balance problem... you do see this right.

32
General Discussion / Re: Time limit on frigates is bad.
« on: February 10, 2014, 02:05:45 AM »
I've said a number of times that it should be all ships or no ships.

I dont think the mechanic makes any sense as is.

33
General Discussion / Re: A simple message to Alex.
« on: October 19, 2013, 12:16:15 PM »
I think all the complaints about CR fail to see the big picture. the game right now may not be how you want it, but remember theres many other features not yet implementing. Direct combat and looting isnt intended to be the only or even primary way to make money.

34
Discussions / Re: Job Offer
« on: October 17, 2013, 04:24:49 PM »
Wish i could post on the infinity forums about it: there were a ton of talented people specifically doing that stuff. But then they got nuked by hackers.

35
General Discussion / Re: A game, Ruined (Contains a crap ton of swearing)
« on: October 17, 2013, 04:20:12 PM »
The boarding system is broken and pointless as is. It was before, too. I keep parroting that there needs to be player choice involved in how the game chooses what ship gets boarded. There should be tradeoffs (OP for a "grappling hook", thaleron weapons, anything it barely matters) that force the player to make serious sacrifices in a battle if he is going after a specific ship.

I dont see how this ruins the whole game.

36
Announcements / Re: Starsector 0.6.1a (Released) Patch Notes
« on: October 11, 2013, 12:27:56 PM »
"The RNG may know you are playing a pirated copy of this game, let the paranoia begin!"

my sides

37
Ahah, always respecting another opinion doesn't make sense. Not calling someone a doody head because you think their opinion is stupid falls under respecting the users behind it... Thats all that should matter. If you claim that respecting an opinion is mandatory then nobody is allowed to voice any disagreement.

I respect your opinion, but I think it is false. ;)

Then we're probably disagreeing on how to define respect for an opinion. 
"
: a feeling of admiring someone or something that is good, valuable, important, etc.

: a feeling or understanding that someone or something is important, serious, etc., and should be treated in an appropriate way
"
If an opinion doesn't hold water then how is it worthy of admiration? Because someone thinks it does?

38
A) Respect other opinions and the users behind it, even if it goes contrary to your own. That's the basis.


Ahah, always respecting another opinion doesn't make sense. Not calling someone a doody head because you think their opinion is stupid falls under respecting the users behind it... Thats all that should matter. If you claim that respecting an opinion is mandatory then nobody is allowed to voice any disagreement.

39
General Discussion / Re: Combat Readyness isn't fun..
« on: September 24, 2013, 04:52:23 PM »
Why are you being so aggressive? What happened to this community in the time I've been gone?
You are in no way obligated to listen to the video in which we explain our points indepth and very well.


I am in no way obligated to listen to you saying that and can tell you to *** off at my descretion.

You claim to be too busy to make a proper argument but want me(and apparantly everyone else!) to listen to two people's ramblings for an hour. I guess 10 minutes of your time spent organizing your thoughts is worth more than 40 minutes of everyone else's time. And, now that you have 20 views that means 12 hours of other people's time has been wasted because you couldn't spend 10 minutes compressing it into bullet points. And they are ramblings: Its nothing against you or UCAP, but doing a podcast is literally the worst format for this. Text is better in this instance as it allows people easy and quick reference to your argument, and it allows you to make those points clearly and without fumbling or error. There are a lot of people who want to put fourth whatever insights they've had on the subject, the only way for any semblence of quality in the discussion to be maintained is if people spend more time on organizing their individual thoughts. This is impossible when you are doing it live. The reason people have given it any attention at all is because you're well known members of the community.
Perhaps you've never taken forums 101, which is understandable, but after gliding through your posts so far on your prestige in the community, i'd think you'd have known better than to be so unhelpful to the discussion. Its not like people join a forum and instantly know this ***, but seriously.


Quote
>COMBAT CONSUMES MORE SUPPLIES THAN YOU MAKE

Yes it does, if you play a certain style. If you play a huge fleet taking on equally big fleets and use that as your point then i simply won't listen to you making your point based on that until you experience the fact that small fleets actually get hit by this, and pretty hard. Right now, there's no way to make money other than combat, and i've made this point already in the video.

This has ALWAYS been a problem. Many friends who i've introduced to the game before .6 have been unable to get past the beginning because they take more damage and lose more ships than they can afford to replace. The difference now is that there are costs even if your lone ship doesnt explode. There is no more "die until i get a dram" exploit to rely on. Other forms of income will fix this, but it is not CR that has been broken.


As for now, my advice to anyone having trouble getting started is to buy an omen(which is pretty cheap) and *** hound/buffalo fleets. Think of it as mining pirate tears. most of all, remember this is an INCOMPLETE GAME IN ALPHA. IT IS NOT DONE. If a version breaks it for you, play another version. It will be fixed in time as the rest of the game comes into focus.


40
General Discussion / Re: Combat Readyness isn't fun..
« on: September 24, 2013, 01:13:34 PM »
SNIP You are all horrible. SNIP

Sounds to me like you listened to a grand total of about ten minutes. If you'd listened to the end to - you'd know I'm not arguing for my sake! I'm done with SS! I don't care! I just want the game which in my opinion is better back, and I want to defend that stance.

Please, everyone - you have to listen to the whole thing. I am too busy to give you forty minutes in bullet points. What I have said there is also far better conveyed than I can in text.

I did, I said where i stopped listening. Arent you clever noticing. Im not listening to 40 minutes of you folks making poor arguments for your sake... there's always playing the last version forever, by the way. Its hilarious that apparently you are too busy to just write a post that will be much faster for people to read but apparently you have an hour to record. If the floundering i heard in that video is better conveyed than a well written post then you dont seem to have an argument worth making.

41
General Discussion / Re: Combat Readyness isn't fun..
« on: September 24, 2013, 12:57:58 PM »
The past 7 pages of the thread have been people restating things that were successfully argued against early in the thread. This is a prime example of people seeing a problem but not knowing what it is or how to fix it, then going on and on about it. You are all horrible. Wait for mining/trading/etc.

By the way, xareh, upgradecap. Write a post(s) next time. Its a better format for discussion. I'll respond anyway:
"ships that do nothing on the battlefield still cost to deploy"
 -Don't deploy ships you don't need. This is the new method to reward the player for fighting balanced fights.

"i cant tell what my hull vs my combat readiness is"
 -Theres a hull bar, and a CR bar.

"simulates nothing of a realistic crew"
 -You apparently know nothing of REAL ships and how resource hungry they are. And yes, deploying into combat, cancelling airlifted supply deliveries, putting everyone onto stations, is going to cost more than taking a scenic ride around the pacific

"theres no way for me as a player to connect to the artificial percentage value!"
-ok lol

"high tech ships should be amazing if they cost more supplies to maintain"
 -They take little to no repairable damage in combat because they primarily use shields, and additionally are faster both on the map and on the battlefield. They are the ultimate kiters and have unlimited ammo. I think they are pretty balanced, and if not, when there's more important stuff to fight over you will be able to afford the "better" high tech stuff.

"COMBAT CONSUMES MORE SUPPLIES THAN YOU MAKE"
-no it doesn't. Im done listening to this.

42
General Discussion / Re: Rushing Gunner Miniaturization worth while?
« on: September 23, 2013, 06:58:17 PM »
That is why I like the Combat tree.  It lets me mitigate Starsector's scrappy game mechanics.  One example, ships bigger than a destroyer are too slow.

Just wait till the AI gets the same skills, and their flagship is doing stupid *** like moving at 50 speed bonus at 25% flux.

Thats when i mod out the combat skills.

43
General Discussion / Re: Rushing Gunner Miniaturization worth while?
« on: September 23, 2013, 05:34:51 PM »
Im not a fan of any of the combat skill tree. It just feels like its geared towards avoiding gameplay mechanics that your supposed to be playing with.

44
Suggestions / Re: UI: 12 hour clock?
« on: September 20, 2013, 05:25:48 PM »
a very subtle bar and tick marks, or have it only on mouseover the date, would probably prevent any frantic feeling.

45
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 20, 2013, 09:18:58 AM »
I really like the mutually exclusive change. Its just very silly to stack them both and get rediculous speeds, i do it all the time but i'd like to have better options. 120 speed apogee tyvm.

I think it would work as a nice way to swap out "engine types", if the two were more different. Maybe unstable injector is unstable in that the speed bonus it gives varies slightly during a fight. Maybe the speed could vary with flux.

Pages: 1 2 [3] 4 5 ... 29