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Messages - hairrorist

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166
Suggestions / Re: The Kamikaze missile ship!:o
« on: January 24, 2012, 08:16:42 PM »
Yeah.  A "goddammit all" button on fighters that know they're dead... hahah!

167
Suggestions / Re: Strafe only key
« on: January 24, 2012, 07:33:00 PM »
Fair enough.  I think it was Asimov, after all, that said that technology sufficiently advanced is indistinguishable from magic.  Its really not the point of Starfarer, I know :)

168
Suggestions / Re: Strafe only key
« on: January 24, 2012, 06:58:12 PM »
No, its that there is no friction in space.  Deceleration requires pushing in the opposite direction, not just stopping the forward push.

Its unfeasible that a large ship would have engines capable of rapidly decelerating forward momentum (basically would require engines just as strong facing the opposite direction as the main engine block), as well as requiring a third set of engines large enough to decelerate right/push left and a fourth set large enough to do the opposite.

Its just an extremely silly idea.

169
Suggestions / Re: Strafe only key
« on: January 24, 2012, 12:14:56 AM »
Honestly I despise strafe in principle.  It makes absolutely zero sense for spaceships.  Maybe fighter sized ships.  Maybe.  Anything larger than that requires a level of suspension of disbelief that I just can't do.

But combat lock?  That is a definite necessity.  Would require two more keys: "target cycle" and "toggle combat lock."  Not too much considering just how convenient this would be.

170
Suggestions / Re: Ballistic ammunition/missiles.
« on: January 23, 2012, 11:53:20 PM »
Yeah.  If anything I wish there were more 'settings' for lasers that you could change on the fly.
Like low intensity wide area 'flak,' focused high intensity, etc.  Would give energy weapons kind of a defining characteristic and fit in with the idea that modernized weapon systems have the edge in dynamic tactical needs and response, while ballistic weapons are loaded prebattle with one type of ammo.  But again, interface might become tedious.

Generally I'm in favour of anything that buffs capships or energy weapons right now.

171
Suggestions / Re: Ballistic ammunition/missiles.
« on: January 23, 2012, 10:24:58 PM »
Thing is, this would devalue energy weapons... and they're already more complicated by the flux mechanic.
If ballistics were that dynamic, there'd be no reason to use anything else.

172
Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: January 23, 2012, 03:39:53 PM »
Thing is, this would devalue energy weapons...
If ballistics were that dynamic, there'd be no reason to use anything else.

-edit-
Wrong thread.

173
Suggestions / Re: Weapon Distance and Camera Zoom
« on: January 20, 2012, 11:15:17 PM »
I think capships should get a definitive increase in range.  TBH I don't have much use for them as they currently stand.  If they're going to be -that- slow then they need to give the player something to do like engage in long distance combat.  Does anyone honestly have fun piloting the big ships as they are now?  It seems like they're pretty weak for all the mobility they sacrifice, and boring to play to boot.  I'm guessing the changes allowing systems damage will further weaken them and buff smaller, more agile ships.  But who knows.

174
Announcements / Re: Blog Posts
« on: January 19, 2012, 09:30:52 PM »
A toggleable minimap might be nice over in the right.

175
Suggestions / Re: Giving Pilots Character
« on: January 19, 2012, 07:20:37 AM »
Yeah, CommComms that is exactly what I'm talking about.  Even if the bonus or malus effect was small, the amount of flavour it would add and stories it creates would be awesome!

176
Suggestions / Re: Giving Pilots Character
« on: January 18, 2012, 10:43:45 PM »
I'm talking about pilots developing a little more than AI switch toggles.  The way Paradox does it is that leaders with high intrigue are more likely to develop intrigue related traits and there's a list of several hundred different traits associated with each stat.  In gameplay terms its not much more than relabeling +X% modifiers and correlating certain traits to develop during certain gameplay moments--a serious defeat might make a pilot become cautious, cowardly, etc.  Making frequent 'shore leave' planetary stops for trading etc increase the likelihood of pilots becoming disorderly, picking up unsoavory characters, finding a spouse, etc.  It's more of a flavour suggestion than a gameplay suggestion.

177
Suggestions / Giving Pilots Character
« on: January 18, 2012, 06:23:59 PM »
One of my favorite games of all time is Crusader Kings by Paradox, and how easy natural storytelling comes out of randomly generated traits that a character accrues over their lifespan.  The Total War series has some of this as well, with generals gaining various advisors and personality quirks.  Its awesome.  They can have very minute effects on actual gameplay, slight bonus here, slight malus there, extra this, extra that, etc, but the effect this kind of feature provides in a game is profound, and gives each general or ruler a unique storyline.

I realize that this is planned to some extent, mainly in the pilot AI... some will be brave, some will be cowards, cautious, tactical, etc.  But I'd like my pilots to gain personality traits like "Foul mouthed," "drunkard," "ladies man," etc.  Or gain friends similar to retinues in Total War--after trading at a station, X pilot picks up a smuggler.  Or a preacher.  Or a bounty hunter.  Or a wealthy paramour.  Or a hooker.... etc, and these characters stick with the pilot like traits providing similar minor malus and bonus effects.

This would make me really attached to certain crews and pilots as I'm forced to create a narrative through these randomly generated stats.

So how bout it Alex?  Something like this in the works already?

178
Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: January 17, 2012, 06:53:59 PM »
We have any idea when this is happening?  I'm champing at the bit.

179
Mods / Re: The Nomads (Mod-in-progress, for 0.34a)
« on: December 06, 2011, 09:28:38 AM »
These are great sprites.  Hope the project doesn't die!

180
General Discussion / Re: Strategic Direction of Starfarer
« on: November 26, 2011, 01:24:08 PM »
Oh, I agree wholeheartedly.  DF is one of my favorite games... but it manages greatness DESPITE being a complete pain in the ass to actually play.  The game does just about everything possible to *** off a player and actively prevent enjoyment.

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