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Messages - Zarcon

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301
Announcements / Re: Blog Posts
« on: November 23, 2011, 08:24:15 AM »
Okay, nice! You've managed to, from the sound of it (since obviously none of us have been able to test it out i practice yet), find a solution to a game design problem that strikes the perfect balance between immersion, game mechanical significance and practicality.

Again.

You know, you've really got to stop doing this - don't you realise how bad you're make all the other developers out there look by comparison?!  ;D

Indeed, lol!  :)  Great stuff, once again.

302
Announcements / Re: Blog Posts
« on: November 16, 2011, 01:22:05 PM »
Is 5 fair? I think 5 is pretty fair. Up to 60 or so total.

There have been studies that suggest that 5 is the most fair number of all.  ;)

The only way to make it even more fair is to have even more 5's...say 2 or 3...or....  :)

303
Announcements / Re: Blog Posts
« on: November 16, 2011, 11:39:29 AM »
I presume there are a fair number of new weapons in now?

The concept of fair, is a very interesting and complex conundrum.  ;)  lol

304
Announcements / Re: Blog Posts
« on: November 15, 2011, 02:08:46 PM »
It would, but that's not the job of the autoresolve, which takes over when the battle is already joined. That battle would never happen in the first place if the Hammerhead was able to get away successfully. If it couldn't do that, then it would be an "escape" type battle, with the Hammerhead trying to get past the enemy lines and retreat - at which it would likely be successful. Even in a head-on fight, the 100% win rate for the Onslaught side includes numerous cases where the Hammerhead took too much damage and retreated.

Sounds perfect then  :-*

I'm getting pretty excited about this auto-resolve thing, which I think says something about the high quality of the game overall, ha ha.  I'm pretty sure I've never been excited about auto-resolve functionality before this, and kudos on making the concept very logical and avoiding most surprises in the results, great stuff indeed.

305
Announcements / Re: Starfarer 0.35a (In Development) - Live Patch Notes
« on: November 04, 2011, 09:59:33 AM »
We'll probably have a Thanksgiving release.  Unless Alex has a life, that is.  In the latter case, it's a Christmas release.

Our thanksgiving is already over silly Americans :P

"Our" was not very descriptive.   From whence do you hail sir?  :)

306
Announcements / Re: Starfarer 0.35a (In Development) - Live Patch Notes
« on: November 03, 2011, 10:10:56 AM »
Huh? Upcoming? Never said that!

Lol.   ;D

307
Announcements / Re: Starfarer 0.35a (In Development) - Live Patch Notes
« on: November 03, 2011, 09:29:16 AM »
Well, those are more like the next couple of things on the todo list - there's quite a bit of fleshing out that need to happen all around that. Also, I'd really like to get in a few basic skills so there's a couple of viable character builds - hopefully that can happen for the upcoming release.

Upcoming release you say?   :)  Very interesting.  I took a look at Dictionary.com and this is what I found.   

http://dictionary.reference.com/browse/upcoming

up·com·ing? ?[uhp-kuhm-ing] 
adjective
"coming up; about to take place, appear, or be presented: the upcoming spring fashions." - (Emphasis mine)

So...awesome, you heard it here first folks, the next release is upcoming, it is gonna be great, ha ha!  :)

308
Suggestions / Re: Strategic Map Player Entities
« on: November 02, 2011, 02:59:52 PM »
Interesting, are you suggesting maybe having the faster part of your forces engage the enemy in a battle, but then during that same battle at some point in it the slower part of your fleet could arrive and tear into them then, similar to how your Warg riders could have caught and slowed the Rohirim and allowed your Uruk-hai to catch up?  Or are you thinking of a scenario where you just split your forces and fight two separate engagements, one after the other?

I assume the prior option, or maybe I missed the point entirely.  I do that sometimes.  :)

309
Suggestions / Re: Offensive shields
« on: November 01, 2011, 02:48:54 PM »
nah...too kiddish...how about Pheonix class(being the best one) Firestorm Ramming Shields

Nice, sounds good.

310
Suggestions / Re: Offensive shields
« on: November 01, 2011, 11:43:58 AM »
no missles as this is a powerful last desperation act and it shuts down all other systems.

Hmm, good point, maybe they can launch them right before powering up the Doom Shields.  :)  Btw, I think that is a pretty sweet name for them if they get included, heh heh.  Or maybe the Boom Shields.

311
Suggestions / Re: Offensive shields
« on: November 01, 2011, 10:23:38 AM »
what about a temporary ramming shield that surrounds you in a deadly plasma field to ram into enemy ships. This may also steadily increase the ships speed to gain maximum ramming velocity. After the ramming shield wares off you gain a massive flux overload and heavy damage to all system if the process didnt destroy you leaving you vulnerable.

This sounds like a pretty fun idea.  :)  Combine it with some forward firing Torpedoes, and Boom head-shot!  :)

Also, on a side note this whole thread is somewhat offensive in nature, just saying, I'm fine with it personally, but some more sheltered entities, like maybe a shield for example, might take offense at the contents.  :P  lol

312
Suggestions / Re: RPG Elements
« on: November 01, 2011, 10:07:52 AM »
what about a way to boost morale?

I recommend providing refreshments at the office, and letting people leave work a little early every now and again.  :)

313
Suggestions / Re: RPG Elements
« on: October 31, 2011, 12:22:07 PM »
You mean kind of like this? :D

Indeed, heh heh.

I think we are all going to be pretty happy once this campaign is in the game, I am more and more confident that it will end up being a deep and rich experience that'll satisfy gamers from all walks of life and points of view on how a game should be constructed.  :) 

In my opinion, the #1 aspect of Indy game success is the Responsiveness and Creativity of the devs.

And #2 is the Talent of the devs to actually produce what they have imagined, and what the community has inspired.

I feel very good about our chances on both counts.  :)

314
General Discussion / Re: Carriers
« on: October 28, 2011, 08:16:42 AM »
Hmm, yeah, you don't get the Astral in that one - the random sides aren't the same. Without modding, the only way to fly it right now is in the "Coral Nebula" mission.

Oops, my bad, I made an erroneous assumption there that it was eventually randomly going to appear in your fleet, ack.  :)   Good to know you can use it in the Coral Nebula though.

315
General Discussion / Re: Strategic Direction of Starfarer
« on: October 26, 2011, 02:01:18 PM »
The specifics of inter-system travel are TBD right now - we'll likely end up trying a few things before settling on something that feels right.

I will say that I prefer the Star Control 2 model where you can go anywhere to the one with fixed lanes between the stars. Functionally, I suppose they're very similar, and the one with lanes is a reasonable simplification - but for me, it detracts from the feeling of free exploration. There's that feeling of actually being in deep space, which I find very immersing - and the "lane" systems I've seen gloss over it completely. Not to say that it couldn't be done, though.

I tend to agree that Free Exploration is great, sometimes it seems that wormholes or warp gates or lanes reduce the vastness and openness of space, and simulate, in a way, planetary terrain like mountains and rivers, etc, as natural barriers.  However, like Thana mentioned, the points of focus and defense they offer have some usefulness as well, specifically if you are trying to insert story or a tiered difficulty of content, tough choice for sure. 

Maybe a compromise is possible, if you have various lanes and such, but then have the 'Option' of paying a premium of 'Credits/Dollars' (or whatever the monetary system will be in Starfarer) to access systems off the grid that you would not normally currently have access to via lanes/gates.  This would allow some freedom, and provide the possibility of surprise type attacks from beyond the 'front lines' of the lane/grid/gate system, while still keeping a certain linear progression in place for the most part.

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