Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ollobrains

Pages: 1 2 [3] 4
31
Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: December 30, 2011, 04:17:55 AM »
How about EMP resistant plating ( perhaps as a rare findable technology or module or some mid game ) and it would have some drawbacks and only prevent so much damage of course u could add all sorts of factors on that to

32
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: December 30, 2011, 04:15:33 AM »
If this is a sandbox then plenty of scope for maybe colonization or exploration and expansion packs and other content as u go along

33
speed makes something harder to hit, can be off set with tracking modules computers that predict movement could be incorparated into a formula ?

34
Mods / Re: Project Ironclads, version 1.1!
« on: December 27, 2011, 09:20:06 PM »
need a mothership killing weapon now

35
Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: December 27, 2011, 09:15:03 PM »
looks like one planet one system and well get the characters, ships and basic combat in the next realease

36
Mods / Re: Project Ironclads, version 1.1!
« on: December 27, 2011, 09:35:58 AM »
Liking the alien mothership thing

37
General Discussion / Re: still alive?
« on: December 27, 2011, 09:34:46 AM »
Oh yeah i definetly did the pre alpha to support development thing.  Seems to be more mid alpha whenever 0.5a actually comes out and looking forward to it to, perhaps its the lowering of expectations of development speed that i should be looking at and fair enough

38
Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: December 26, 2011, 11:35:25 PM »
well its up on spcaesimcentral, and indie games.com i think is keeping an eye on it, if its good steam may pick it up

39
Mods / Re: Project Ironclads, version 1.0 (released!)
« on: December 26, 2011, 07:10:14 PM »
Long range snipe low damage shots
Short range explosive shots against big targets , however small targets can ignore inclose big explosions

For that youd have to field fighters or point defense cannons or light missile subtypes

40
General Discussion / Re: Starfarer for Christmas!
« on: December 26, 2011, 07:08:44 PM »
All good points i think then the only downside would be a lack of buzz being generated on a regular basis which may affect sales, a happy medium may be outputs every 3-4 weeks which should encourage enough user interest and buzz and allow for reasonably bug free realise cycles

41
Mods / Re: Project Ironclads, version 1.0 (released!)
« on: December 26, 2011, 01:02:34 PM »
if u have a universal weapon slot u may also want to put some drawbacks on it say 10% reduced damage or some other modifiers to offset the jack of all trades nature of using it

42
my 2 cents worth star trader is ok and its very limited however , star farer if it keeps up has more potential, star ruler for those wanting more 4x type game and yes ive brought star farer my only request is weekly updates even if its just incremental patches keep me interested and probably lead to a tripling or more of sales.  Remember players are fickle if u feed em a regular monkey diet they stick around and youll get more feedback maybe a forum thread for each weekly incremental patch update

43
General Discussion / Re: Strategic Direction of Starfarer
« on: December 26, 2011, 12:54:59 PM »
What really irks me about Dwarf Fortress is how simple it all is, really.

I don't mean the actual underlying guff, the various simulations are all... well, they're quite simulationy and I mean that takes time.

But the UI doesn't need to do that much! You slap down rooms, dwarfs go in the rooms, you drop some tools/whatever, you designate areas for stuff, you manage relationships a little. I mean sure it grows, but the basics are pretty basic!

The last time I quit forever, I was simultaneously building and assigning bedrooms one. at. a. time. and managing warriors in a half-implemented but massively important for survival system and realized maybe I could just leave well enough alone. I understand not bothering to implement a UI. It's not his wheelhouse, and he likes implementing new and weird simulated behaviour. But I can't stand when I see the idea presented that the ridiculous interface is a sign of the  complex underpinnings. It's a sign of not putting any effort into a UI, nothing else.

I mean for goodness sake, the third party dwarf-manager is a practical necessity, and that's pretty easy to use!


Programmers are a strange lot they have strengths and weaknesses remmeber unless its a bigger group doing it like open source if someone has a weakness ie UI in DF its likley to get less attention than the simulation and complexity side of things so he has left it to others to develop the third party dwarf manager elements.

Its a good game and star farer looks similiar

44
General Discussion / Re: still alive?
« on: December 26, 2011, 12:51:16 PM »
i referred on another thread to weekly updates as a player i play the last beta after having brought it i hear no news and i see no weekly updates for 3 months am i likley to refer this game to a friend as a pre beta game to buy and support if i dont see regular smaller updates to keep me hooked most likley no - do this across many potential buyers and youre competiting against a lot of other games ie a valley without wind, miner warps alpha 2081 and theres a host using the minecraft model after looking at them the ones putting out at least one beta patch update a week and then getting feedback off those are the ones selling the most units.

Rather than focusing on polished betas they throw flexbility for regular update-feedback cycle and are more successful and the are u still alive threads just dont exist

45
General Discussion / Re: Will This Run on My Laptop?
« on: December 26, 2011, 12:45:14 PM »
even if u called it 0.5.01 beta and let us fiddle around with what u have and provide balancing and feedback as u go.  And then kept working on it and put out 0.5.1 next week and 0.5.2 the week after and just start a thread on each subbeta patch for feedback.  Not sure if that would assist at all in the a) keeping players interested and selling more pre beta units or just bore everyone though interest has dropped off since 0.3.5 so a new appraoch might be warranted

As far as a laptop i got 0.3.5 to work on mine so looking forward to 0.5

Pages: 1 2 [3] 4