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

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Messages - Simberto

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31
General Discussion / Re: 0.5 feedback
« on: February 16, 2012, 02:49:34 AM »
I had a little idea. I have been playing almost non stop since i downloaded and its awesome. I think it would be a good idea to add some crew to the salvaged items list when boarding surrendered ships. For instance i managed to get a paragon and an astral and later on all 3 onslaughts from the hegemony defense fleet via surrendering but its going to take quite a while to make the cash to crew these ships, i noticed it doesn't make much sense that a surrendered ship wouldn't come with at least a little crew, maybe just a quarter of all green crew or something? what do you other players think?

I don't like it. Why should the crew of a ship you just battled fight for you? And if they chose to do so, why should you trust them? Even if they surrender, they are still your enemies. If you are nice, you drop them off at the next space station or planet. If you are not nice, you drop them out of the airlock. I am pretty sure that i would not trust someone whom i just fought, who might have lost friends in that fight, and who generally is a soldier of a fraction that would shoot you on sight with something dangerous. And on board of a spaceship, basically everything is dangerous.

Sure, it is a bit annoying to always buy new crews for lots of money, but i really don't see how your enemies suddenly working for you would make any sense at all.

32
General Discussion / Re: 0.5 feedback
« on: February 15, 2012, 08:02:57 PM »
Thanks for your feedback! No need to be apologetic about pointing things out - I appreciate it :)

  • The Wasp drones - the fighters without crew - do not seem to be repaired. I figure this is a bug related to them using zero crew, is this right?

Oops, that's exactly what it is. Fixed.

Do you mean "fixed in the released version", or fixed in a version you have in the working? Because in the version i have (0.5a - Pre -RC3), it is not really fixed. Wasps display that they repair in "0 days", but don't really repair at all, and then instantly repair after the next fight. So they are damaged every second battle.

33
General Discussion / Re: This game is too hard.
« on: February 11, 2012, 08:43:27 AM »
I would really not suggest using the Autopilot. This game is at least as much about flying your ship as it is about controlling your fleet. Sinking the Bismar and coral nebula are both very specific and focused engagements. Coral Nebula is about absolute fighter dominance and watching bombers blow up capitals, Bismar is about using small, fast strike craft to blow up a large ship. I found both to be the easier "hard" missions, because once you figured out that gimmick it is pretty much autowin. The Bismar does not even have a carrier, your interceptors are superior to their heavy fighters, and you have a carrier. Once the heavy fighters are dead, you just need to harass the Bismar until it is destroyed with your strike frigate. You can always get in, get some hits, and get out before your shields are down.

34
General Discussion / Re: This game is too hard.
« on: February 11, 2012, 07:56:39 AM »
As far as i know, the AI does not cheat. I don't know what you do wrong, but it must be pretty substantial.

And you can keep your stuff together, "defend" and "assault"  are useful orders for that. And of course, staying together as a fleet is useful. That is nothing new. This means that you can concentrate fire and support each other. However, some ships also are better of not being in the middle of stuff, like standard carriers or freighters. Then, it is obviously useful to have stuff that hunts enemy carriers. And owning objectives is very useful, too, so that might make you split up a bit. Sound like a lot of tactics for me.

I also never have had problems with my fighters being "instantly destroyed". Sometimes they die, usually when they are outnumbered by a lot at that position. More often, they don't. That's what happens when you ride around in a small metal box with minimum defenses while the whole area is filled with high-velocity bullets, energy beams, missiles, torpedoes, explosives and so on.

Capitals can sometimes be blown up pretty fast. Usually after being hit by multiple Reaper Torpedoes. Those are the big, slow, red things. They are good at blowing up capital ships. In fact, they are pretty much the best thing to use if you want to blow up capitals. If you deploy fighters or bombers, you should also deploy at least one carrier, it makes them far more effective by being able to replenish their ammunition and being repaired and brought to full strength. Capital on Capital battles are very much skill based. If you manage to hit your enemy with a full salve of reaper torpedoes when his shields are down, you can blow up a capital ship in seconds. You also want to avoid the enemy doing the same to you. Nav buoys are very useful for this because they make you faster and more maneuverable.

Usually, the first thing i deploy are any wasps and talons i own, which tend to blow up anything that can reach the objectives at the same time as them. Maybe a carrier, too. Next thing i deploy with the additional points from captured objectives and lost interceptors are either capital ships or bombers.

If you don't capture any objectives early on, you will lose, because the enemy will have far more ships than you, which are also faster and shoot further. This might seem like cheating to you, but it is not the cause, since you can do the same if you just grab those objectives for yourself. However, you probably won't get all objectives in the beginning, so concentrate on a reasonable amount which is somewhat close to each other.

35
General Discussion / Re: This game is too hard.
« on: February 11, 2012, 06:58:06 AM »
Then you are doing something wrong. I just did this mission again to verify what i remembered, i firstly started obviously with my  Flagship, all of the Wasps and all of the other non-bomber fighters. I set capture orders for the three objectives on the right side of the map, a defend order about in the middle in between them, set both weapon groups with smaller/pd weapons on autofire and moved into that general direction, too. Before i even reached the combat area, my fighters had taken out 1-2 fighter wings and 1-2 frigates. I spawned the rest of the fighters and some of the bombers, blew up everything that got near me while staying at a safe distance from the onslaught and the other capitals. Set a Strike order onto the enemy carrier, it got blown up, spawned the rest of the bombers when i got all objectives, set strike orders onto the capitals one after another, sometimes when it felt safe i, too, got into the fray and shot them with my reaper launcher. Just be careful not to get hit by their torpedoes and you should be safe. Since they have only capitals left, your wasps can easily capture the rest of the objectives if you feel like it. Bombers blow up everything, end result: total victory, everything they own destroyed, and 1 lost 2 frigates and 2 fighter wings total.

36
General Discussion / Re: This game is too hard.
« on: February 11, 2012, 06:22:31 AM »
Please no.

The game is very much fine. There are easy missions, which are easy, and probably win themselves pretty much without player interaction. And there are harder missions, which are hard. Some of them are so hard that i have not yet beaten them. But i am absolutely fine with that. Not everyone should be able to beat every fight very quickly. If that were the case, you could as well just watch a movie. I think that if a mission is called hard, it should be hard, not average.

I think one of the main things ruining good games is developers listening too much to the people whining about how the game is too hard. Games can be too hard, but people have to realize that they also can be too easy. I might be in the minority here, but i think that developers should be very careful when they listen to the community, because very often large parts of the community don't really know what they should want. A prime example of that would be WoW, which in my opinion got pretty ruined by too much listening to whiny people.

Edit: Also, to add something useful, you were talking about coral nebula. As you see, you are flying a large carrier, have lots of fighter craft, and fight a mostly capital fleet. Thus, you goals should be quite obvious. Take out all of the enemy fighters and bombers by deploying your interceptors first, and take some battlefield targets, preferably the nav buoys. The, just stay away from the enemy capital ships with the carrier, while your torpedo bombers, which you deploy next, do their magic. As long as the group returns to your carrier, it does not matter how many ships it has lost, it will rearm and reattack at full strengths. Their capitals will never be able to shoot down whole wings of your bombers, and will be destroyed very fast.

Note that this mission is marked as hard, and as such should be expected to be hard. Otherwise, why would it say so?

And fighters are very much not a joke. Bombers and Torpedo Bombers are a very dangerous threat to any capital or medium-sized ship. Very, very dangerous. If i am not mistaken, those dagger wings sport reaper launchers. Those things hurt like hell. If you ever want to blow a capital ship up in three hits, use a reaper launcher. Also, shooting them down with point defense weapons is hard when they have carrier support, and thus interceptors wings like Wasps are useful to kill them off. I am not quite sure what to think about the heavy fighters and support fighters, i think they are mostly there to combat frigates and medium-sized ships. I am not really a fan of those, i find wasps and bombers both far more useful.

37
General Discussion / Re: Purchacing the Game
« on: January 26, 2012, 02:13:13 PM »
Are there actually games that do it differently?

I would feel majorly ripped of if i only got access to the alpha version in such a case.

38
General Discussion / Re: Spinning barrels? What for?
« on: January 24, 2012, 03:02:40 PM »
Give the practialities of running a fleet of ships on a shoe string, I think powder powered projectiles fit the bill nicely. Railguns to my knowledge is probably going to be much more expensive than bullets propelled by gunpowder. I imagine there should be one more advantage and that would be the fact that they don't, or shouldn't, create any flux to fire. Turning the gun around remotely might take some power, or not if you have some poor sod man it outside of the hull, but the power needed to fire a weapon where the energy is stored inside of the projectile's casing itself should be minimal sompared to railguns and lasers. Much like a smaller unguided version of lasers, they really shouldn't cause much flux to be generated. These weapons are the sort where you can leave it on auto-fire to shoot down missiles and bombers and not worry about raising your flux level while the ship is direct ship to ship combat.

Hm, it is all about efficiency. I am pretty sure that the theoretical energy efficiency of a railgun should be much higher then that of powder weapons, i don't see where large energy losses would be absolutely necessary. So if you have a sufficiently efficient energy source, the fuel + bullet for a railgun should take up a lot less space then powder + bullets for a powdered gun.

However, i think one important factor should also be style. A railgun feels far "cleaner" than a powdered gun, where you are basically producing a lot of additional unwanted trash in the form of shell hulls, gases, additional heat, and so on, when compared to the railgun which basically takes a lump of metal and energy and without a lot of byproducts accelerates the bullet.

Quote
Although on the other hand you take something as complex and powerful as a railgun, they might be suited for a different purpose than shooting down small fighters or missiles. The sheer speed at which rounds can be discharged from the railgun are going to be magnitudes greater than something that has to take into consideration the expansion of gases. The ratio of space to the momentum of the shell is going to favor railguns greatly. The flux on a railgun might be incredibly high, but because of this I think such guns should be ship killing instruments or have specialized roles rather than shooting down something that a cheap battery of flak or AA fire can take down.

I don't really agree with this. If you have efficient railguns, they should be more effective then gunpowder weapons in pretty much any situation. Worst case, you need another additional reactor (or a larger one) for the additional power, but since you also need a lot less space for the bullets (you don't need bullet hulls and powder, just good shaped pieces of metal), that should balance out to still having more space left over. Also, i am pretty sure that heat, or more specifically getting rid of it, is a very important aspect in space combat. And i just can't see a railgun ever producing more excess heat than a gunpowed weapon. Sure, you have pretty high currents to induct the necessary magnetic fields, but as long as you have good enough conductors that should still work out. Using superconductors might be problematic because of the formerly mentioned heat problems, but it is pretty easy to increase the conductivity of any conductor by simply increasing its size.

Though you might have a case if for some reason it is only possible to build effective railguns from a certain size upwards.

39
General Discussion / Re: Moving the game
« on: January 24, 2012, 02:34:37 PM »
Yeah. I don't want to add an extra hassle for legitimate customers just to make pirating the game marginally more difficult. It will be pirated anyway - not that I'm happy about it - but it's a reality I have to deal with.

I really like that stance. I have yet to see a game that is not getting pirated within a very short period of time, so the only thing extensive DRM does is annoy your actual customers, while the pirates get a better product for NOT buying it. Sadly, that is the route most of the big publishers choose anyways.

So thanks for thinking about your customers first, i hope that gets rewarded.

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