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Messages - Alchenar

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Announcements / Re: Blog Posts
« on: November 15, 2011, 04:07:07 PM »
Heheh, thanks for your support!

To be fair, the jury is still out on how good it actually is - no amount of my testing is going to equal it getting some real usage. Hopefully it'll live up to expectations, if not, I'll tweak the hell out of it :)

Well there's only one way to find out!

Hint hint.

I severely doubt that someone who's barely literate runs a PR company. 

General Discussion / Re: still alive?
« on: October 14, 2011, 04:17:11 PM »
Haha, I'm so excited for this game. I don't know what part of it I'm the most excited for -- the whole strategic layer probably, but also the crew/officer systems and the lightweight RPG stuff.

But yeah, I can hardly wait! I know it'll be awhile yet before we see the final product, but I'll be checking in frequently to see if any new information appears in the blog  ;D

I'm playing the really long game and hoping that once Alex is satisfied with the single player we'll get some form of skirmish Multiplayer like Mount & Blade didl

Announcements / Re: Blog Posts
« on: October 01, 2011, 02:03:18 AM »
Quote from: Alex
Not the most well known game, but it had a really good mechanic whereby the campaign progressed dynamically, and getting promotion got you the chance to transfer into more and more important commands.

Sounds like an interesting take on mission-string style campaigns, if that's what it was.

There's a demo here:

It's of the old version, but the rerelease didn't do anything more than a graphics update.  I'd recommend giving it a quick shot to see if it provokes some ideas.  There's a practice mission in particlar demonstrating fleet control that is effectively 'starfarer on a 3d plane'.

Announcements / Re: Blog Posts
« on: September 30, 2011, 01:03:07 PM »
Actually you know what I thought of when I read that blog post: Starshatter

Not the most well known game, but it had a really good mechanic whereby the campaign progressed dynamically, and getting promotion got you the chance to transfer into more and more important commands.

General Discussion / Re: Strategic Direction of Starfarer
« on: September 19, 2011, 10:25:02 AM »
The end result is supposed to be something much closer to Escape Velocity than a 4x game.  Though now that I think about it, a 4x game with this kind of in-depth battles would be pretty incredible also.  The last thing I heard was that Mount & Blade is a good point of reference for predicting what the open world will be like. 

I'm hoping for something with the heart of Escape Velocity, the innovations and advancements of Mount & Blade, and the depth of X3.

I'm not so naive as to expect a AAA game from an indy developer, and I'd certainly want Alex to resist the temptation of feature-creep that kills so many of these projects.

Mount and Blade with spaceships will do me just fine.

Suggestions / Re: Few Suggestions For the Devs (just Alex?)
« on: September 12, 2011, 06:30:53 AM »
As long as the battle consists of a static 'square' a radar is never going to be less confusing to look at than a simple minimap. 

Suggestions / Close button for the launcher
« on: September 10, 2011, 09:30:05 AM »
Maybe I'm just being dumb but if I open the launcher by mistake there doesn't appear to be any option to close it (other than force closing it on the toolbar).  An 'exit' button would be nice.

General Discussion / Re: When will Strategic Elements be implemented
« on: September 09, 2011, 06:31:25 AM »
I have no idea what Alex and Ivalyo have mapped out,  but the sensible option from an outside perspective would be to do what TaleWorlds did with Mount and Blade; create a barebones strategic map that's used primarily to generate compelling tactical battles and leave it as open as possible for modders to take it as far as they can.  That probably gets you the best development/payoff path.

If the game takes off, then the next stage is to pull a Warband and add Multiplayer while developing the single player a bit more.

I think the total war series is another cautionary indicator for expecting too much from a strategic perspective.  That's a AAA studio which has gone through many iterations of the same formula, but in the end the philosophy behind Shogun 2 is the same as it was back with Shogun 1:  the 'big picture' elements are there to get you into fun, procedurally generated tactical fights. 

Suggestions / Re: Alternate combat style suggestion?
« on: September 03, 2011, 05:47:40 AM »
I think the current state is pretty much spot on.  The game is already much slower than SPAZ, and it's noticably appreciable that TRI ships are faster but lighter than the armoured behemoths of the Hegemony.  That feel is what's important.  Ships shouldn't explode so fast that there's no practical difference between them, but they also shouldn't sit there blasting away at each other for 10 minutes when after minute one you already know which one will win.

Also if you remove the ability to dash about the battlefield and alpha-strike an enemy ship before the rest of their ships can respond then you've just removed all ability of the player to genuinely influence the battle with tactics and everything becomes a visually appealing but ultimately shallow grindfest. 

General Discussion / Re: New update
« on: August 31, 2011, 03:34:04 PM »
Does it look like the Mechwarrior 3 screen except with more options and statistics to track?

Aha yeah but the general idea would be simple as in the number weight on each weapon so you can't just load torps on a *** and expect it to be good. You gotta balance the types of weapons for an effective piece of warfare.

I'm imagining something that's a bit more tabletop Battletech than the Mechwarrior videogames.  You'll probably have specific hardpoints that are limited in some way (ie. can only be missiles, can only by a turret type)

And there's already a decent balancing mechanism in terms of flux.

The mechwarrior games are infamously bad for the gameplay effects of their customisation systems anyway; they don't result in balanced mechs, they just result in terrible cheese as everyone rapidly works out the optimal loadouts.  They are definately not something to be emulated.

e: here's the system that Nexus: The Jupiter Incident went with (which I presume some people here must be familiar with):

The 'resource' system limiting the number of changes you could make from mission to mission was terrible, but it was a really good way of letting you customise ships within a level of balance.

e2: You'll notice that this screen is a lot cleaner than the Mechwarrior one.

General Discussion / Re: Some .35 Fleet Command Feedback
« on: August 23, 2011, 04:57:23 PM »
On reflection, I think it might be a good idea (certainly worth trying out) to be able to tag an order as 'priority', but it should cost a command point to do so.

If you want to override the other commands you've already put down but not lose them then you should be paying a price for doing so. 

General Discussion / Re: Some .35 Fleet Command Feedback
« on: August 23, 2011, 02:48:07 PM »
But what if you only want to divert minimal resources to race over and grab something ungaurded immediately, without waiting for other orders to be completed?

(And use with capture is only an example; priority does not change the number of ships assigned, but rather the order they are assigned in.)

Then assign a single ship to a capture task directly.

General Discussion / Re: Some .35 Fleet Command Feedback
« on: August 23, 2011, 01:02:21 PM »
I just had an idea: what if we could specify something as being urgent or not (this would not take up a CP, since its implied that the urgency is stated when you make the order), so that an 'urgent capture' would take precedence over a normal capture order. This is likely even more location/speed sensitive.

If it's that urgent then just don't make any other orders.  Or if one capture order becomes more important then take the hit and cancel the other one.  I think you'll also find that Assault orders take more priority than simple captures.

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