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Messages - Baqar79

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331
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 20, 2015, 05:51:33 PM »
Just a little bit of a complaint about transitioning into jump points.

There is a bit of a delay in which you can not move during the transition animation; however time continues on for other ships despite this. 

I was being chased by a rather large group of pirates, but despite outrunning them, they caught up during the transition from hyperspace->normal space, since during the animation they are free to move around and jump through the gate while my ships are being anchored until the jumping animation completes.

Either giving them the same delay or pausing the game during the animation would work.  It does keep things tense during a chase, but it's kind of like the monsters that chase you in your nightmares as a child:   You suddenly find your legs can no longer move, but meanwhile that monster approaches steadily closer and closer...

332
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 20, 2015, 12:08:29 AM »
Alright, I got myself over half beat-up but pulled in a victory:



Clicking on "1. Pick through the salvage" brings up the following "Salvage operation" screen (which I cut).

I actually only lost a single crewman in this case (I had 30 crewman):


There doesn't seem to be any indication that I lost any crew during the battle (well on the first screen) :) .

333
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 19, 2015, 11:12:21 PM »
I noticed what I think is a small minor bug in RC7 & RC10.  

In the battle aftermath screen, there does not seem to be a numerical count of crew member casualties.  

On the positive side:

-I've noticed the graphics seem to have improved..I thought the textures on some of the planets had improved, but i'm not sure whether i'm imagining this.

-I've always choosen the bounty hunter route, since the wolf just seems to way outclass the other starting ships.  I like the fact the default loadout has been crippled a bit, since I never found myself having to upgrade at all for the wolf since the Phase Lance + 3 Tactical lasers would be good until it's final decomissioning in mid-late game.  Nice having to scrounge around for those all important weapons now :)

-Hyperspace looks awesome, planets looks beautiful, stars looking very nice.  I'm also loving the high tech terrorforming equipment and other massive space superstructures.  I'm now down for some good reading on the Lore of this universe...anyone know where I can read up on all of the details?

-Enjoying the sensor system mechanics and increased difficulty.  Only just got myself my second ship (hound(A) class, loving the elite versions of some of these small ships).

334
Blog Posts / Re: Hyperspace Terrain
« on: November 16, 2015, 10:01:50 PM »
Indeed!

I can't say for sure whether it would be an enjoyable/frustrating mechanic, but the state of hyperspace would be an important consideration when considering missions ("damn!, I don't think I can make that time window"), general trade ("ouch!, it's going to cost THAT much in fuel/supply?!") and perhaps a decent indication of where to expect a lot of pirate activity ("I better bring some protection along, that small gap I can travel through looks rather omnious..").

335
Blog Posts / Re: Hyperspace Terrain
« on: November 16, 2015, 09:15:51 PM »
This is pretty much what I had in mind:



These 'storm front' lines would move slowly over time, slowly opening and closing different routes; and on particularly nice days of the year, disappear alltogether.

It may be difficult to build an AI to drive the lines to make certain we don't cut off ships mid-travel, but I was thinking perhaps if we started with a few custom maps that have static points; and then attach lines to those points and then shape the line between those 2 points randomly (but make it so that the line only connects at those 2 points, and that line does not touch another line), it would look a bit more natural, while ensuring the routes you want to keep open, stay open, without having to design a really smart AI to make sure travelling ships don't get trapped...maybe...I need to think this through a little more  ???

In any case the above was kind of what I was aiming at  ;)

336
Blog Posts / Re: Hyperspace Terrain
« on: November 16, 2015, 02:43:35 PM »
I'm sorry for suddenly adding to this topic; but while waiting for the 0.7 release, I thought I would go through all the blogs about new features to get a better idea about what to expect.

I like the idea of moving hyperstorms that slow down travelling ships, but I wonder if it has been suggested that there could be more serious long term storms that create uncrossable barriers in hyperspace?

I thought it would add to the dynamic of trading and missions (especially time sensitive ones) when you also had to consider the 'weather' in hyperspace at the time you needed to travel to particular systems.  These hyperspace storms in some cases will extend the journey time by forcing you to follow a particular route to your destination, extending your journey by a considerable amount (obviously making for a much more expensive journey), and making it a lot easier for pirates in wait to select their prey as ships don't have the flexibility of moving in all directions when surrounded by these storms on certain sides.

In some cases these longer-term hyperspace storms could shut off systems alltogether (and of course influence trading and missions accordingly).  Perhaps they can be predicted to some extent and so it could be possible to obtain 'weather' reports about the upcoming hyperspace conditions over the next couple of weeks and plan accordingly.

337
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: November 12, 2015, 01:15:45 AM »
I just looked at my post history, from January 1st to 6th I went crazy with posts; then silence!

Spent most of today trying to do my homework (Introduction to computer science via edx), but since i'm having trouble with a particular piece of code, I figured distracting myself with everything but the necessary tasks in front of me made more sense.  ;)

To say i'm looking forward to an update is an understatement.  When I first bought the game back in March 2012, I didn't really think much of it.  I updated later on to 0.6.2a, but it did not grab my attention.  Then the 0.6.5.1a release came out, so I pushed myself to give it a fair try and found myself clearing a space on the shelf right next to my all time favourite space games (Master Of Orion 2 and Space Rangers 2). 

I'm going to have to catch up on my homework first so that I can feel entitled to a little time with the next release of this game  :)

338
Heh, that was my initial thought as well :)

339
Thanks for your help, it's not common that I want to do this, but sometimes it can be beneficial.

Out of curiosity, is it specific weapons like the Anti-matter blaster/ion canon that this is done for balance's sake?

340
Just wondering if this is by design, or if it is actually something that needs to be fixed.  I can select only medium weapons to put in the "medium universal turret" socket on the Heron I have (I have no other ships with universal medium sockets to see whether this happens to other ships).

Cheers!

341
Many thanks for the swift answer, cheers!

342
It fires off it's drones and simply wont use any equiped weapons.  If you tell the Shepherd to escort your player controlled ship it will then engage in close combat, otherwise it drives around in circles (well to be fair I can see it is trying to protect itself at all costs, but it is frustrating).

I get that it isn't really a front line frigate, however i'm experimenting with having multiple Shepherd drone armies to gauge their effectiveness; of course not using the weapons equipped on the ship (missles even wont fire), makes them considerably less useful.

It may be a bug; I have noticed that sometimes when you equip a certain loadout on ships (usually with a longer range beam weapon), sometimes it will only ever use the long range beam weapon and refuses to close the distance in order to use the more damaging ones.

Thanks for your help in advance!

343
Suggestions / Re: Command Points and formations and yeah boarding
« on: January 03, 2015, 02:14:00 PM »
Angrytigerp awesome suggestions regarding command points and standing orders; this would make the "advanced tactics" skill much more worthwhile and combat far more tactical.  I actually often play with AI control only (I can only pilot my Dominator-class manually because when I make mistakes it absorbs just about everything thrown at it).

It sounds like a lot of work on the AI front, but I heard that Alex's favourite part of programming is the AI; then again, with the amount of time needed other features that might be pretty awesome might end up being cut from the game.

Still, a really good idea

344
General Discussion / Re: Question about armour
« on: January 02, 2015, 09:42:04 PM »
Well it's good to clear that up, but I feel I may still not have it quite right, this is my interpretation of what was said by Alex; quite often I miss things:

If cells are hidden so each armour square is guaranteed 8 squares (that is 7 including the center right?) does this mean that a cell surrounded by more visible squares is at a slight disadvantage (ie there are less visible squares that can be targeted). 

I guess what i'm basically getting at is that the more visible squares around a piece of armour, the larger the area of damaged armor that can be targeted.  Kind of the opposite of what I originally thought.  For example shooting the sunder or the hammerhead head on gives more armour squares that can be damaged simultaneously.  The damage is the same, but by shooting in a spot surrounded by more visible squares, you can damage more squares on a ship simultaneously?

Thanks for the response Alex, it's nice being answered by the designer on these little details (I love those details!)

345
Suggestions / Re: Observations and Suggestions
« on: January 02, 2015, 05:20:37 PM »
I like all of these suggestions; hey has anyone here (surely everyone) played space rangers 2?  I don't know if starsector is planning on modeling the campaign system something like that, however for me, it is the pinacle of a space trader/combat game; there are just so many things that you can do in that game; and the mini-games (choose your own adventure style) are brilliant.  Seriously I could write a small thesis on how many features that game has; and they all work so well together, virtually no mechanic feels useless (The RTS battles were a bit of a sore point for me, but they reward well, so it's worth it to complete them, if only for the money and experience).

I guess I thought of space-rangers 2 when someone was mentioning the bribe system; that is pretty much how it works, if a pirate finds that it is not going their way, they will offer ever increasing bribes the closer they are to becoming space-dust (you can refuse the first bribe, and if they survive the next barrage of fire, they might offer you a larger bribe to let them keep their lives and the commentry change from when they first engage you changes drastically as they realise you're one bad SOB >:) ).

I especially like the idea Wyvern had on salvaging all player ships (that are disabled, but not destroyed; if the computer decides to turn that wreckage into dust, then you are still out of a ship) but with damaged sub-systems.  Rather then have a skill which gives you a %chance to recover a lost ship, have that same skill determine the chance and how many sub-systems can be repaired after battle.  Those faults are permanent like the D-class, but can be repaired to 100% given time and enough money (so in some cases, it may not be worth it to repair if the ship isn't particularly hard to come by).  Apply this to weapons as well (I noticed that even when I managed to recover a ship from combat (Sunder), some or all of the weapons are lost for good.  I had a very hard time finding small-needlers in game (I buy any I see) so the weapon loss was actually more of a blow then losing the easily obtainable Sunder destroyer).  I reloaded (shame on me!) as I could not deal with the loss of my small-needlers (I only had found 2 and I was level 37 and they both were on that sunder).

Still there should be some loss in combat, perhaps when the AI disables a ship, depending on how busy it is, it may choose to finish the job and vaporize that wreck.  This could make combat a bit more interesting as you try to manoeuvre forces to create a wall between yourself and the disabled ship to prevent it's complete destruction.  It would probably be difficult to implement, but perhaps depending on the damage that the disabled ship takes during combat, increases the chance of damage to the sub-systems/structure that will occur after salvage operations.

I like the idea of making the CR timer part of the difficulty options, rather than a built in part of the game.  If you want to solo the game in your frigate, perhaps give that choice to the player, no harm done (I did watch that video with the guy in the Tempest taking on that entire fleet, it was pretty cool, and if players just want to have direct control of one ship through the entire game, why not?)

Map clutter is something I agree with, but I'm pretty certain the developer already knows this and is working on it; it's impossible for me to target most stations as they are often hidden under fleets; so I agree with this.  

The Storage bay idea is good as well; in another post I made i was thinking about accounting for supplies/equipment that are lost if a ship is disabled/destroyed.  I would also like to extend this to being able to assign crew of certain veterancies to ships in your fleet.  At the moment depending on the order of them in the fleet screen is how they are assigned; but this means that there can be a bigger discrepency between CR of ships due to the mixed crews (and you have no control over this).  It would be nice to be able to assign crew members of different veterancies to each ship so that you could bring all your ships up/down to the same level of Combat Readiness.

I think the Travel speed option isn't too bad, but if there was higher time compression would that make slower ships easier to deal with?
In one other post (I feel a bit embarrassed about that one actually), I thought about having the Augmented engines bonus reversed and applying a +1 burn speed per size of ship class (ie +4 burn speed for captial ships).  At the moment Augmented engines cost a huge amount of Ordinance points and benefit larger ships the least (who need it the most).  They would still be slower (especially with regards to acceleration and manoeuvering), but they could start to keep up a little better with faster ships.

I would like to see a more interactive boarding mechanic; leave it text based as it is at the moment, but have certain actions increase your chance of successfully taking over the ship.  Space Rangers 2 did this with a lot of the mini quests that were quite well done and it only required a bit of text and in some cases numbers; no tactical system with xenonauts level of detail need be implemented; just a well written interractive dialogue.  

If we consider the earlier suggestion that disabled player ships are always salvageable, this should also be done with enemy ships as well.  Perhaps at the end of combat allow the player to select from the disabled ships which ones to board (Perhaps have it so that soldiers becomed fatigued and can only be deployed once, so choose carefully), in some cases the ships will only have dead crew members, but a great deal of damaged systems which makes them almost garbage anyway.  However during this process, a less damaged ship may be repaired and take the time to escape (that would be the ship that normally appears in the dialogue) and since you are distracted, you miss the chance to engage a ship that is in better condition and lose some of the resources you might otherwise acquire (as well as a better, less damaged ship; though if the ship you chose was fairly rare, then it likely did not matter).

The starting the game option will probably change i'm guessing.  I think the wolf-class is probably too good a ship to start in; so perhaps having that ship should give you some sort of other disadvantage to make up for it; less credits, change in relations between factions (Space Rangers 2 does this fairly well, though some of the starting ships are just slightly too good to pass up).


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