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Topics - Cosmitz

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46
Suggestions / Skill tree visual design overhaul
« on: November 26, 2012, 11:45:15 AM »
Hey.. first before i start bashing this fervently-awaited update, i'd like to thank Alex&Crew for getting it out before Christmas. :) With that said:

The Character panel is a mess. I know how much information needs to be put out, but it really is straining to get a glimpse at what each skill does and how can i get to it. Personally, for such a system, i would much prefer Borderlands' alternative (click here) for these types of skill-trees. Let me show you an outline:



Each aptitude is a 'tab' with a specific background color, and each tab has the (number of aptitude points allocated) next to its name. When you click on it, it opens up the skill list of the tree.

The + next to the skill is a skill-up for the aptitude. When that is done, a visual effect will highlight the opened up new column so you see what that did. A hover over each name of the skill category will show the flavor text plus stats that will be gained per skillup in said category. It's a general description and it doesn't do or grant anything.A hover over the skills will show what each stat does, what are you actually getting if you put another point into that category.

Now, how it works. Initially the whole list is gray, you put a point into the aptitude via the plus next to it or keeping with the left-sided 'add point' button and bam, a whole row gets a dark color like you'd have the tab so it's clear that you 'unlocked' that column. Then you put a skill by clicking on the corresponding skill button or anywhere on the row, either would work for clarity. The tooltip says what you get and once you have the point placed, you have it.

I find it much more streamlined and you can understand much better how everything is set up and what can you gain, and also have everything at a glance, as opposed to the clunky system we have now, imho.

PS: Tech is pretty big for a tree compared to the others, Navigation should really be down with Leadership to balance it out, and Leadership or a new tree should have a lot of Strategic Map bonuses like command points and such.

47
Modding / A muddle of questions
« on: August 06, 2012, 12:45:53 PM »
I'm starting to make a little mod, initially for myself, but if it turns out nice enough i'll toss it up here to you fine gentlemen to enjoy, and as such, i'm having a few questions about modding and tweaking.

1) Where do i write ship descriptions, nothing in the csv or the .ship file.
2) Does the game automatically compile the .java files in .classes when it runs?
3) If i wanted to modify certain aspects of ship systems besides what's offered in the CSV, would i need to decompile/recompile the scripts, or just introduce values in the .system files? I'm seeing functionality placed all over from the CSV to .system to .class, with graphical options limited to .systems. Technically i would be interested in modding for example the fortress shield to give a speed buff aswell.
4) How much if at all does 'weight' affect handling?
5) I'm seeing some times that the game ignores the boundaries and uses the collision radius, when and why does that happen? I'm having issues with long ships that if i set the radius too small, asteroids sometimes get 'inside' the ship boundaries before rebounding of the collision. Also, if i'm not mistaken, that's also used by fighters, so if i put the collision bigger than the shield coverage, i assume fighters would bypass the shields per se?
6) Could i define a different 'center' of a ship to be used for movement and another for collision? I'd like to get some ships the feeling that they handle more like a  front-wheel-drive car rather than a 4x4.
7) Can i set-up a certain command parameter to automatically load a mission or ideally the simulator? I'm seeing a lot of back and forth in playtesting and balancing my ship/s with me starting up the game, selecting missions, going to my test mission, selecting Refit and then finally 'Simulate'
8) That's it, i'm done for now, but i will continue to use this thread to ask stuff so check back often for absolutely demanding questions to be answered! :D

48
General Discussion / Capping oddity, bug or feature?
« on: July 22, 2012, 08:01:06 PM »
I've noticed that it's almost impossible to cap a point if there's a few Wasps buggering around, almost no matter what you are in, since it seems it counts the Wasps as 6 'cap-capable-entities' instead of a single 'entity'. More to the point, i was sitting in an Falcon, with no anti-fighter and i could not cap the point unless they decided to drift off a bit to give me some room.

Is this as it should be? Fighters dominating a location in space better than an imposing cruiser?

49
Suggestions / Tiny suggestion
« on: July 20, 2012, 12:50:18 AM »
When using alternate weapons, please keep the targeting area/reticule consistent with the next weapon that will fire, instead of cycling through the reticuls as i tap the key, disregarding if the weapon has fired or not. :P


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