Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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 - Sy

Pages: 1 ... 80 81 [82]
1216
Blog Posts / Re: Expanded Battles
« on: October 15, 2015, 11:23:50 AM »
Lore could say they contacted Fleet C telling them who they are (since Fleet C is friendly to both), and Fleet C isn't willing to take the risk so they don't participate.  Blah, that's just me rambling.
yeah, i think that'd make sense. if both fleets are friendly, A might just be able to inform C of their identity (at least if C is close enough to be in reinforcement range) without enabling the transponder. if A isn't willing to provide identification (since a pirate's best bet would likely be to just not send anything) C would have good reason to believe that A is hostile.

on the other hand, if that's how it works, why can a fleet with disabled transponder not join someone else's battle themselves? that only makes sense if that fleet has no way of providing (or proving) its identity to the one they are trying to support. hmmmm.

1217
Blog Posts / Re: Expanded Battles
« on: October 15, 2015, 09:00:24 AM »
Could it be done so that you loose more or less reputation depending on how much rep/how much dmg you do to the allied fleet ?
seems this is how it will work. penalties depend on amount of hull-damage done to your allies. additionally, your allies are more forgiving of friendly fire in battles they likely would've lost without your support.

The player is not fooled by other fleets' transponder status (they can still see the faction etc when they get close enough), and so it has no impact here.
i see. thanks for all the quick answers :]

@Sy
I think C won't support B, since A is still an unknown (they have no idea who you are).  You're not misunderstanding anything, I think - just those pesky edge cases. :D At least, if Fleet A is the player's fleet.
i guess the ai has to technically know who the fleets are as well, even if that isn't how the transponder works in lore. since they should not support either fleet in a battle between two of their allies, but they probably should support an allied fleet in a battle against a hostile pirate (who will usually have their transponder off as well, i think).

1218
Blog Posts / Re: Expanded Battles
« on: October 14, 2015, 03:27:58 PM »
From a purely mechanical point of view, this situationally encourages a more aggressive playstyle, which I think is good. It's good to have an extra reason to mix up your tactics.
that's true. having to switch from the usual hit-and-run tactics to "everyone race for the loot!" once in a while could actually be a good thing^^

Quote
Oh, right, forgot about that. Yes, if your transponder is off *and* they don't know who you are (i.e. didn't see you recently with the transponder on) then they won't join. And won't let you join an ongoing battle.
new question: if having the transponder off means other fleets don't really know who you are, does that interfere with the "you can only join battles if you're hostile to one or friendly to one" rule?

for example, fleet A has its transponder off and attacks fleet B. nearby fleet C is friendly with both A and B. can C still support B, because they can't know that A is an ally as well? and if C is still prevented from supporting either side because of the above rule, how is that shown to the player? if the player is C, it could be confusing not being able to help an ally in trouble (B) defend against what looks to be a neutral/unidentified aggressor (A).

...or am i just misunderstanding the effects of a disabled transponder?

1219
Blog Posts / Re: Expanded Battles
« on: October 14, 2015, 02:06:23 PM »
i don't think dealing the majority of hull damage as a player is a given in any battle you'd win without problems, if the allied fleet is much larger. a lone player controlled Medusa with some combat skills can take on a rather sizeable pirate fleet, by whittling them down one by one. it's not that difficult or risky as long as you're patient (and don't overextend just to finish off a wounded Lasher.. <.<) but it can take a while (Hardened Subsystems hullmod is probably a good idea).
if the allied fleet has a bunch of destroyers and frigates, and maybe some fighters/bombers or cruisers as well, they would probably steamroll the pirates and do most of the hull damage in that fight.

ai fleets just not joining battles that seem a sure victory should definitely help, although it depends on what they would consider as such a "sure victory". would they help said lone Medusa against a bunch of (D)-designated destroyers and frigates?^^ probably, considering a pirate fleet of that size also tends to initiate battles against the player that it won't win.

but then again, i guess the problem here is more with a single player controlled ship being so powerful (at least against very low-tech enemies) rather than with the expanded battles mechanics themselves.

just not initiating such battles while allied fleets are in range obviously gets rid of this problem, just seems to me it would feel weird to have to do that.

1220
Blog Posts / Re: Expanded Battles
« on: October 14, 2015, 11:01:35 AM »
is there an option to refuse letting an ally join into your battle? it could be annoying to track down a pirate fleet for salvage and bounty, just to find out that a large allied fleet in range will swoop in and take most of the loot, even in a battle you would've easily won without their support.

likewise, an attacking allied pirate or bounty hunter might be fine with a small player fleet lending a hand and taking a small amount of loot even in a rather one-sided battle, but probably wouldn't appreciate a powerful player fleet 'helping' and stealing all the loot by dominating the battle.

1221
Blog Posts / Re: Expanded Battles
« on: October 10, 2015, 11:14:39 AM »
Oh boy, I can already feel the spiders and fetch quests.
i don't know about (space) spiders, but according to the campaign missions blog post, we are getting fetch quests with 0.7 ^^

Quote from: Alex
Mission: Procurement Contract
It made sense to start with something simple, so simple it is. The mission goal can be summed up easily: “acquire a quantity of commodity X and deliver it to market Y for a reward”.

1222
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: October 09, 2015, 09:36:53 PM »
The question is which one to prioritize.
i'd also like to see the Knight rework first.

the Desdinova changes sound good, i always felt it had too many guns and ordnance points for a destroyer, especially one with that kind of mobility. and giving the ai the ability to control one decently as well would be a nice bonus, although hopefully 0.7 will make suicidal behaviour much less common anyway.

but the Knight is one of only two BRDY ships i never really liked (along with the Convergence).

also, since this is my first post here, i just wanna say: OMG, this mod is so gooood! and it keeps getting better! :O
actually, that's true for this modding community as a whole. the amount and quality of mods here -- for a game still in alpha! -- is mind-boggling.

1223
Blog Posts / Re: Expanded Battles
« on: October 05, 2015, 02:07:14 AM »
Yeah, whoever devised such an unconventional colour scheme has a lot to answer for!
i had no idea this was an official military thing, but i always associated either blue or green with "ally" in games (with the other of the two usually being the player) and yellow neutral or "not aggressive". white then is neutral / passive.

although maybe that is more from rpgs and such, especially mmos, rather than strategy.

1224
Blog Posts / Re: Expanded Battles
« on: October 04, 2015, 11:28:27 AM »
Hi, and welcome to the forum :)
ty :]

Part of the meaningful choice here is that your fleet will be reduced to burn speed 1...or maybe reduced by a significant amount...either way the lower burn speed leaves you vulnerable to attack and you may need to abandon the ship you captured as the enemy is returning for revenge...
that sounds neat. i think burn 1 might be too slow, considering even capitals will go by something like ~7 or so with the update, iirc. maybe 2 or 3? or alternatively, remove the number of tugs needed as a strict rule, but make speed depend on that (up to tug speed -1 or something like that, if you have a significant number).

1225
Blog Posts / Re: Expanded Battles
« on: October 04, 2015, 08:00:16 AM »
I think the yellow looks quite different.

However, people with most sorts of color-weakness or color-blindness will disagree.
agreed, the yellow looks fine to me, but many people have problems distinguishing green from yellow at a glance, especially when both are at low saturation, like in this ui. and blue is probably a bad idea because much of the ui / background itself is a light blue.
what about a pink-ish purple? it might not be the most intuitive color for "ally", but i think neither is yellow. and it should provide good contrast to both the player's green and the hostile's rusty orange.

although ultimately all three parties can still be distinguished solely on the square, rhombus and circle shapes, even for people who wouldn't be able to see colors at all.



also, hello forum!^^

been lurking for some time, finally decided to actually post. so excited for the coming update! :]

Pages: 1 ... 80 81 [82]