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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Zarcon

Pages: 1 ... 20 21 [22]
316
General Discussion / Re: Carriers
« on: October 26, 2011, 10:13:41 AM »
Actually, if you do a random mission (currently the final mission option in the alpha version, available if you pre-order the game), it is possible that the large carrier might be added to your fleet, in which case you could transfer command to it, and give it a try.   :)

In order to refresh the random fleets generated in the random mission, just click it again in the menu, and it reloads with fresh ships on both sides, etc.

317
General Discussion / Re: still alive?
« on: October 26, 2011, 09:44:56 AM »
Naaa... Build it yourself... all you need is alot of ice... a box to fit it in... and a blanket to make sure your skin doesnt get in direct contact with the ice. :D That my friend is what i call a poor mans cryostasis box thingie. XD

A soon to be dead poor man's cryostasis box thingie.  :)  ha ha

318
Suggestions / Re: Shields and flux
« on: October 26, 2011, 09:33:54 AM »
I agree with this. Most of the time, shields on space ships bore me, but the shields in Starfarer are much more interesting because they're not just automatic damage sponges but their use actually has an element of tactics involved, making them an interesting gameplay element instead.

Quoted for Truth.  :)

319
General Discussion / Re: Carriers
« on: October 26, 2011, 08:59:51 AM »
There is a VERY large Carrier in one of the missions that is already in the game at this point, it is pretty powerful for sure, I honestly cannot beat that mission as of now because of how good the Carrier is, but then again I'm not all that good at the game yet, ha ha.

320
Suggestions / Re: Some thoughts on the data screen
« on: October 13, 2011, 03:55:56 PM »
Roger on that.  :)

321
Suggestions / Re: Some thoughts on the data screen
« on: October 13, 2011, 03:44:17 PM »
You mean somewhere in the Codex interface? I'm pretty unclear on just where you mean this would happen :)

I'm fairly certain he means in the main screen after you log into the game and you see the ships moving past, he wants the guns on the ships to swivel and fire at stuff or offscreen, to make it more exciting and action packed at the menu before you head to the missions screen, if you are just sitting there for some reason, ha ha.  :) 

Sorta kinda like SPAZ does at their menu screen I think, little battles are going on behind the menu buttons, etc, showcasing some of the possible action, ships and weapons before you even play.

322
Modding / Re: Adding custom ships
« on: October 13, 2011, 01:34:48 PM »
Very cool, that was one I didn't try earlier, I'll give it a shot for sure.  :)   Thanks for the heads up, heh heh.

323
Modding / Re: Adding custom ships
« on: October 13, 2011, 11:52:07 AM »
After checking out all these cool mods that people have been making, I decided to give them a shot recently, but found I couldn't get any of them working or even showing up in the mod list in the game launcher, is that user error on my part, or are the mods not yet 0.35a compatible? 

No problem if they just are not working with the current release, but if it is a problem on my end, it would be good to know so that I can give it another shot because they looked pretty cool.  :)


Thanks

324
General Discussion / Re: Preorders and Sales
« on: October 13, 2011, 10:26:01 AM »
just bought it impulsively! I'm excited, I think this game will be what I thought Space Pirates and Zombies was going to be like.

Yeah, I hear ya, I also felt a little let down once I realized how limited the number of ships you could have in SPAZ was, a great game in its own way for sure, very pretty, but I think Starfarer is going to end up being remembered as the far better game in retrospect.  :)   But then again, I have always been partial to a little bit of strategy being a part of the equation, which Starfarer emphasizes far more than SPAZ did.

325
Suggestions / Re: Alert priorities?
« on: October 11, 2011, 11:56:37 AM »
I agree, maybe there will eventually be an options menu for Alerts, so that we can manually set some of the options and priorities on each type of alert, similar to how we can modify floating combat text and suchlike in various other games. 

I particularly agree about the losing and gaining objectives on the map part at some point needing to be more bold in its alert relative to other things. 

I think I am more excited about this game than any other that is currently in development, aside from maybe SWTOR.  :)

326
Suggestions / Re: Offensive shields
« on: October 11, 2011, 11:51:07 AM »
Thinking on that idea a little more, maybe a neat ship weapon/gadget would be some kind of 'gravity hook' or tractor beam - you could grab the nearest ship, or the most massive ship in range, or perhaps target one or more specific craft, and sling them around relative to your craft (or the reverse, depending on which of the tethered craft was more massive).  You could use it to fling ships into each other, or as a way to make slingshot-style hairpin turns around enemy craft.  You could use other massive objects like space stations and asteroids too, perhaps.

I REALLY like the idea of Tractor/Repulser beams in this game at some point, maybe that is something Alex already has on a list somewhere, but that'd be pretty cool for sure, heh heh.  :)

327
You make an excellent point on the ammo concept, interesting, I like the idea of resupply ships at some point in the future if that makes it in.  :)  The post-battle capture chance for any retreated ships on the losing side sounds like a nice feature for sure, keeps the action intense and avoids the tedious chase while still preserving the realism of a possible capture given enough time to chase, good times.

It is awesome to know that the only thing that really bothered me about the game was already fixed in the Development version before I even asked about it.  Great job Alex!  :)

328
Suggestions / Re: Offensive shields
« on: October 07, 2011, 01:09:34 PM »
An idea kind of along these lines that I would enjoy would be to be able to have multiple shield generators on a ship. :) For instance I could see it being awesome for a ship to have three 90 degree shields each operating independently to shield from different threats approaching the ship, not as effective as a 360 degree shield in many ways, but for some situations it could be great.

Now obviously only 1 of those shields would be easily controlled by the player, but any extra shields would have to be automated I guess.  Not sure if that would be really hard to code for though or if the game is hard coded currently to only accept 1 shield per ship.

329
Great game, and I'm really looking forward to the Campaign that Alex is working on currently.  But there are a few small things that would be nice to have at some point down the road.

I would really enjoy the option to play on MUCH larger maps, as sometimes faster ships can retreat from the battle in a matter of seconds, which seems a little strange to me.  I'd like them to have to take at least a little time to reach the end of the map prior to escaping so that there is a better chance of being able to intercept them in time. 

Additionally, I saw someone else already mention it, but I would enjoy Larger ships having a little more main gun ammo than is currently supplied, but then again maybe you already have that situation well in hand with hull mods to hold more ammo, so this could end up being a non issue.

The one and only real annoyance that I have experienced while playing has to do with the priority system in place in the A.I. when you use commands to have ships capture points on the map at the same time as having a command to do something else like harass an enemy ship.  I have seen a ship that is right on top of a capture point peal off to go harass another ship all the way across the map, and then the A.I. sends a ship that was near the harass target to go capture the point that was near my first ship.  It kinda made me pull my hair out, lol, because I ended up losing the capture point and the battle didn’t go well at all after that.  I wonder if there could be a system of priority with the commands, where we could put emphasis on which command was more vital than the other, just a thought.   :)

But aside from that sort of stuff, which I assume will be resolved over time, this has been one of the best games I have played in a LONG time.  :)  Keep up the great work sir!

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