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Messages - Linnis

Pages: 1 ... 59 60 [61] 62 63 ... 68
901
General Discussion / Re: Phase Skimming and Teleportation
« on: May 30, 2014, 08:56:23 PM »
that phase cloak on one of the black rock fighter wing? Want to make me tear my brains out.

902
Suggestions / Re: Collisions and scale.
« on: May 23, 2014, 06:53:00 AM »
Hard to implement I know, thats why I said allow overlap.

So we only have one hitbox, but if we had three, two for collisions and one for weapons.

So the collision hitbox can be the same except smaller (ships bounce in this zone),
and the in between area is where collision damage effect is calculated from this (ships damage but dont bounce in this zone)

So the damage done to the local hull/armor is calculated from the difference in motion between the two areas, so X-X and Y-Y.

Clipping is not an issue because if two ships take damage like that their respective hulls will both blow red and be messy, and damage sound is repeated as long as contact is made.

But i can see this not working well with ships that don't have standard shapes. :P

903
Suggestions / Re: Collisions and scale.
« on: May 21, 2014, 05:07:55 AM »
Yeah, I read a while back some people did that, and I gave it a try. Results seem allround awesome.

904
Bug Reports & Support / Re: Assault chaingun animation glitch
« on: May 20, 2014, 10:12:40 AM »
animation is tied to trying to fire the weapon, not if it actually fires -> how rotating barrels work.

Think is intentional

905
Suggestions / Re: why is it that in starsector Losing != FUN!
« on: May 20, 2014, 09:41:21 AM »
I missed window of on topic discussions but here is my opinion:

Losing my entire fleet is not fun because I have to fly around for 30 min getting a reasonable set up back together again.

If I could somehow go in to a menu, ask for what I want, then all the pieces fly towards me to regroup (not unreasonable), losing my fleet would be no prob.

ex, you hire an officer remotely via comms, and he assembles the ships and weapons, with crew and cargo on station you hired him from, and then rendezvous with your main fleet.



I play alot of starcraft 2 and I have to say, losing is not "feel good" but it is "fun", nothing makes me fight harder then trying to win a losing battle, trying to prevent the awfulness of loss, I find maximum fun.  Why losing is starcraft 2 is not fun is because of the rank and ladder system, has nothing to do with the gameplay.

906
Suggestions / Collisions and scale.
« on: May 20, 2014, 09:19:00 AM »
Ships feel like small solid metal objects.

eg.A onslaught ramming an onslaught wreck don't produce any real damage, just bounce off of each other. Something with a dozen hundred men on it and everything should absorb more (even more) force, or take more damage?


More inertia absorption to make the ships feel bigger?
Allow slight overlap in collision detection so you can have ships scraping off each other for more damage?

Watching wrecks graze intoeather after a big battle should be cool.


Since in my mind watching two cruisers or larger ships collide in to eachother... they should not really bounce.

907
Discussions / Re: Titanfall
« on: May 18, 2014, 01:36:55 AM »
Shazbot!

908
Suggestions / Re: Feature Removal - Ship Explosion Screen White Out
« on: May 18, 2014, 01:36:11 AM »
White out is really... I always turn my head and wince a little everytime a ship is about to explode.

Don't know if intended.

909
Blog Posts / Re: Let Me Draw You A Starsector Ship, Part 1
« on: May 18, 2014, 01:30:21 AM »
Good amount of thought put in to the design of the ship, not enough of that in the industry.

910
General Discussion / Re: My personal balance changes on 62aRC3
« on: May 11, 2014, 06:46:08 PM »
The current how everything scales is good for "space survival" kind of gameplay, like starcontrol.
If its going to be a space 2x rts, then your changes make sense...

911
Blog Posts / GREENPEACE
« on: May 05, 2014, 09:16:54 AM »
Wut is logic systems?

912
General Discussion / Re: Officers and ship class
« on: May 01, 2014, 08:31:30 AM »
yeah the ships from starsector+ (old and new versions) seem like pretty lore friendly. Maybe thoes are ships rebuilt from wrecks?

Futuresector

913
General Discussion / Re: Officers and ship class
« on: April 28, 2014, 09:22:40 AM »
I for one don't think the line between defensive and offensive is that clear. Do you consider flux bonuses to be defensive or offensive? What about speed? Things like extra range might seem intuitively offensive but you could use it to keep more distance and dodge incoming fire easier...

Flux boosts can be both way, since its your shields and weapons, but a ships defense consists of armor, hull, and shield together. So flux boosts are more offensive then defensive, Hull mod can be defensive, but at a cost of ordinance points that be be used either way, so its a moot point.

Attack range is offensive, being able to hit a other ship while it cant hit you is pretty offensive oriented don't you think?
Speed is also offensive, since the AI can never utilize speed to doge, so its more used to circle to weak points (which the AI does do) and engage disengage at will.

How I compared the skills is considering if you went 10point in to defensive skill vs 10point in to offensive skill.




On finite amount of ships, wasn't everything built on auto factories with blueprints? Maybe we will have battle cruisers be limited only, considering their power, and cruisers be extremely rare, being able to only be produced at faction's most well guarded factories.

914
Discussions / Re: SPAZ 2
« on: April 25, 2014, 05:00:56 AM »
THIS GAME HAS LOCAL CO-OP...

HOW AND WHAT?

915
General Discussion / Re: Officers and ship class
« on: April 23, 2014, 12:37:36 AM »
Ship speed to the current AI is more detrimental, it is hard to explain but you can try this out your self.

have a massive battle, and watch a tempest with speed hullmod vs a tempest without.

The only way computers can take advantage of ship speed is to  get in to fights and chase down slower ships - all aggressive options.

Only the player can utilise speed as a defensive mechanics, the AI tends to turn suicidal.  (Eagles and Falcons anyone?)

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