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Messages - Oathseeker

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61
Suggestions / Re: Randomized ship parameters
« on: June 27, 2014, 06:53:02 AM »
I have no modding or coding experience, but I imagine this is relatevely easy to do. Just add a few random number generators here and there to vary a few stats. If it would require an entire overhaul of the code then sure, most people would agree that it's not worth the effort (at least not now).

It bothers me though, that most people posting in the suggestion section are quite short sighted. An idea like this doesn't need to be implementend tomorrow. It's an idea thrown out there to help shape the end product. Stop focussing on what would make the game in its current state more enjoyable and start focussing on what the final game should look like. This particular suggestion is specifically mentioned as an option, throwing it out immediately because you don't think it's a core feature is just silly.

62
Suggestions / Re: Randomized ship parameters
« on: June 27, 2014, 04:34:59 AM »
I would never use this, and would prefer to see development time and attention directed elsewhere.

Vary productive yo!

Also I would like to add that I was thinkig of something similar, but I envisioned there would be a sort of "randomized loot" system. Not in terms of the guns (because you would spend hours upon hours looking at the different stats for every single gun). But in terms of ships.
So every ship you buy or cap has semi-randomized stats. That way you can always be looking for better ships. Even if you have a full fleet of your favorite ships. Basically what every arpg does to extend the gameplay ^^

63
Suggestions / Re: Configurable AI
« on: June 27, 2014, 04:29:31 AM »
Clearly no-one shares my view that this would be a cool system. I just figured since you basically have no control over your fleet (or at least you want to control them as little as possible because of the command points and the fact that you are so much more effective at killing *** then they are anyway). But if it's not even possible then the idea ends right there anyway.

Sorry for insulting your AI xenoargh, to be fair I've mostly tried the brawler AI, and it made my ships just wiggle back and forth while reversing out of the map most of the time. And if it didn't, they got so close they kept bumping into the enemy ships and died instantly whenever i blew up a capital due to the explosion. But you already pointed out it's quite hard to make them close in for the kill, which is what I wanted them to do. Also my computer is quite old and messed up, so might just not be working properly.

64
Suggestions / Re: Configurable AI
« on: June 23, 2014, 03:08:54 AM »
As I suspected in regards to features, can't blame him ^^

And yeah, I know of the vacuum AI thing. Unfortunately the AI is pretty bad in that, but that aside, it's clearly not what i was suggesting. There is a difference between being able to pick one of four default AI packages and being able to give complicated custom commands. This isn't a suggestion for a "quick fix" to the AI system that is in place now, but rather an idea that hopefully can at least inspire Alex in terms of where he's going in the future.

65
Suggestions / Re: Configurable AI
« on: June 22, 2014, 06:33:40 PM »
Ah, alright. I missed that. Also a vary interesting way of doing things.
Though it doesn't necessarily exclude my idea entirely. There are still many ways of being aggressive and many ways of reacting to situations. Perhaps different commands can be given to officers with different personalities. It's only realistic you get to encourage or restrict your officers strengths and weaknesses, any good admiral would ;)

66
Suggestions / Re: Configurable AI
« on: June 22, 2014, 11:22:44 AM »
In my initial draft I included an introduction, explaining I've only discovered this game about 2 days ago (and nights, considering the fact that I'm so addicted I barely got any sleep). And apologizing if my knowledge on the game is lacking.
I removed at as it was boring and didn't seem to serve a purpose. Unfortunately now I regret removing it, seeing as I don't know what officers are going to be. Could you maybe point me to whatever article explains that?

Regards,
Oathseeker

EDIT: I'm having trouble finding a clear overview of upcoming features etc. Other then patchnotes and the dev log. (I'm assuming there is none, as obviously almost everything is subject to change anyway, but it does make it harder for me to know whats up without having been around to see it develop)

67
Suggestions / Configurable AI
« on: June 22, 2014, 09:46:28 AM »
First of all, this being my first post on this forum, I would like to praise Alex for creating this amazing game. Something along the lines of full scale fleet combat with rpg elements etc. is something I've been hoping would eventually be picked up, but it took about 10 years longer then I'd hoped! Thank god for indie games!

I have many ideas to hopefully help improve this game, but let's just focus on one for now: Configurable AI.
There have been many suggestions for AI tweaks etc, but what I'm proposing is more of a long term AI overhaul.
In a game like this no-one is going to be satisfied with the AI, even if it is amazing. This is because everyone likes to use different setups and playstyles. One way to adress this is by letting the player select different AI packages per ship. However this in my eyes is still not good enough. I propose a deeply configurable AI per ship.
How would one go about this? Simple, through an if/or/and command interface. Which allow you to configure your different ships for any and all situations and roles.

Let's give an example:

if [hull < 30%] then [retreat to waypoint Alpha] and [switch to missile support]
Which would send your ship back to wherever you designated waypoint alpha and start throwing out long range missiles when they get too low. Simple, but effective.
With a system like this you can quite easily configure your ships to complex tasks dynamically, from sending out bombers around the flanks to take out their carriers to having one ship strip shields with kinetic weapons and having another swoop in with high explosive shots to finish the job.

It also ties in quite well with the whole rpg aspect, as you could for instance unlock more command lines or different commands, for investing in the leadership tree. And, depending on how officers are implemented, specialized officers could have special commands only their ship can use.

Let me know what you think!
Regards, Oathseeker

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