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Messages - tinsoldier

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136
Suggestions / Re: Odd bits and pieces
« on: May 14, 2011, 10:16:50 AM »
  • Ship Explosions: this might be difficult. And it would be mainly aesthetic, but it might be awesome to split up ships when they explode, causing debris, both small and large to remain from a destroyed ship (and potentially collide with surviving ships).

I am *so* looking forward to when I can devote a couple of weeks to doing this right :D It still wouldn't be too frequent, btw - part of the idea for having disabled ships mostly-intact is they'll be salvageable after battle, to various degrees - depending on luck, player/command staff skills, equipment, etc.

So a ship would fall apart like that when it would currently be simply destroyed by overkill damage (if you keep shooting a hulk, it will eventually explode).


Mmm overkill.  I had that same thought yesterday when I was playing with the anti-matter blaster.  I desperately wanted it to rip through the back side of the hull.

137
General Discussion / Re: Best and worst of your command
« on: May 13, 2011, 07:28:39 PM »
Shops that don't get deployed by the enemy don't count towards your score, because you never actually killed them..

I understand that but it seems silly.  Thanks to a good strategy it wasn't even necessary to fight them.  That should be worth a lot imho.  The player should not have to give up one of the strategic points just so the opposing force can bring in more cannon fodder.

138
General Discussion / Re: Best and worst of your command
« on: May 13, 2011, 07:21:24 PM »
Wait a min, now I'm confused by the scores.  I just tried again and despite mopping the floor with them, I only got a 41%.  I only lost my 2 heavy fighter wings and the 2 drone wings and prevented the enemy from even deploying 4 of their destroyers, a carrier and a heavy fighter wing.  I did awesome, way better than 41% >:(

edit: btw, I'm beginning to really enjoy the Apogee.  At first I thought it was dumb and blamed it for all of my troubles but now there's nothing I enjoy more than lighting up someone a screen away with the energy beam and them one-two punching them with the anti-matter blasters, damn those feel good.

139
General Discussion / Re: Best and worst of your command
« on: May 13, 2011, 06:44:55 PM »
It was only a 46% but I finally beat Hornet's Nest; I'm not very good at the scenarios but victory is victory.   :-\

140
Suggestions / Re: Map, and Space Terrains.
« on: May 10, 2011, 11:40:59 PM »
Just wanted to say that battles take place in a separate space from travel.

Meaning there's some sort of map for fast travel between areas and when you're in-system you get to drive the big ships around during the free explore part of the game or is it like old school rpgs where you putt around with a proxy and then have 'encounters' that take you to the battlefield?

141
Announcements / Re: Starfarer 0.34a - Live Patch Notes
« on: May 07, 2011, 09:18:31 AM »
I hear you - ideally, you'd have perfect control over both. The question is, do the scenarios in which you actually want to have this control occur often enough to justify making it more cumbersome all around? Having an extra button for this type of shield control... I'm just not sold on that yet.

How about something simpler than my original idea: a shield lock button, which toggles shield movement on and off? Doesn't add any cumbersome-ness; without using it, the shield behavior is exactly as it is now (with the toggle, anyway). I'm growing more and more convinced of the need for this the more I play with my high-intensity-laser broadside Conquest--things I'm hitting with the broadsides are generally a long way off, and in most cases the threats I'm having to deal with are from a different angle.

I can also see it coming up with a frigate with omnidirectional shields fighting a bigger ship, a la Sinking the Bis'mar. Missiles tend to come at you from the sides in that mission, simply because they have to chase you, and the same situation might come up elsewhere. Being able to lock shields to face missiles while you make a strafing firing pass with bigger weapons seems like a pretty good motivation for lockable shields, too.


What about an auto-targeting option for omni shields?

142
Suggestions / Re: Ammo Depot
« on: May 06, 2011, 07:00:31 PM »
One thing I'd like to do is keep all the objectives to something you might reasonably expect to find scattered about in space. Ammo depots are a fine idea, but seem to be pushing that test a bit :) I mean, it's not the kind of thing you just leave sitting around for whoever happens to find it to make use of.

It'd be just fine in missions, since those can be about very specific locales, but if you think of these as being on any random battlefield, it makes less sense.

The Battlestar Galactica (2003 version) pilot had an ammo depot in the middle of some freaky nebula.  So why can't we :)

143
General Discussion / Re: Preorders and Sales
« on: May 06, 2011, 11:00:00 AM »
I only heard of it because someone posted a link to it in a Terraria thread along with a link to S.P.A.Z.  It was the first time I had heard of it.  If this is only being publicized by word of mouth, I imagine it'll get off to a slow start.

Has the game been announced/marketed anywhere?  The graphics and mechanics are better than Gratuitous Space Battles (an inspiration I'm sure, if not, this game at least gives me the control I always wanted in GSB) so there must be an audience.  I think it'll do well as long as steps are taken to ensure you stay on everyones radar.

144
General Discussion / Re: Questions and comments
« on: May 05, 2011, 02:49:42 PM »
Oi, that "Predator or Prey?" mission is driving me nuts!  The best I've done so far is to get down to me and my carrier versus the elite carrier (a fight I lose 9 times out of 10).  But in my myriad of attempts, I've noticed a number of issues; things that seem to make it harder than it should be.

One being the AI of my ships takes a far too 'lone wolf' approach.  My interceptors and heavy fighters fly way outside the range of their custodian destroyer/carrier especially considering that 85% of the map is a mire of nebula.  In that mission, the destroyer is equipped such that a couple volleys of his chain guns and flak cannons is enough to wipe out entire wings of the interceptor drones but it's hard to bring my guns to bear on them before they wipe the floor with my interceptors.

Likewise, I've noticed my frigates have an annoying tendency to backpedal away from the drones flying way off away from the fleet.  Between their speed and shields, the frigates could easily lead them to my gun ship and between us we'd obliterate them but instead I tend to lose my frigates and fighters to this reckless strategy of theirs.

An example one of the devs gave previously suggested that the interceptors need to go out as far as they do in order to be able to prevent bombers from reaching the custodian ship, but that's simply not always the best strategy especially when they're escorting a destroyer with heavy anti-fighter capabilities.  Had I more control over them, I could mitigate that (maybe there are ways to control them that I am missing?).  Conversely, if they were smarter or if the player could provide more standing orders they would fare better  (e.g. stay within one screen of a capital ship in your fire group, defend ship XXX, etc).

Having said all that, I wanted to mention this was my first post and I'm enjoying the Alpha and look forward to what you guys do with it.

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