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Messages - YAZF

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61
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: June 11, 2012, 09:51:58 PM »
Question about a few of the systems, namely the High Energy Focus and Fortress Shield. You didn't mention that they were for a limited amount of time (like you did for Burn Drive for instance). Does that mean it's going to be something like a toggle ability? When you choose whether they are on or off constantly?

62
General Discussion / Re: Order of updates?
« on: June 03, 2012, 07:55:56 PM »
Combat is already going along pretty well. Because it's already been worked on so much it will be useful to finish that first. Not only does it make it so one thing is completely done early on but out of all things that could help bring in pre-orders and new players, a good combat engine is it. Also if for some horrible reason Alex has to stop making the game at least there will be something we can still play.

Officers and especially Character stuff I expect will be tied in with a lot of the larger aspects of the game like faction politics, deep space travel  or economy stuff. So I think Alex will maybe put a little bit of the officer and character stuff in as he expands the universe, but really work on it after the star systems are finished.

63
Overall I'm not as interested in exploring as I am aligning myself with one of the factions out there and becoming the head of the top mercenary squad out there. Just like Star Fox.

64
Announcements / Re: Starfarer 0.52.1a (Released) - Patch Notes
« on: May 26, 2012, 01:18:01 PM »
Alex? Why u no grant me new patch notes?! You have already announced new features!

Patience. They will come. He wouldn't want to say something is coming out only to then realize while programming that it doesn't work like how he wanted or something. There's also a lot more in each patch than just one new feature.

65
General Discussion / Re: fleet points
« on: May 24, 2012, 06:25:32 PM »
If 100 is max with skills implemented then i hope the AI follows the same rules, those hegemony fleets with 5 or 6 onslaughts and a dozen other vessels would be impossible to defeat.
Yea I feel as if some of those fleets aren't supposed to be beaten. They are supposed to be threatening and they are supposed to kill you if you engage them. It keeps the game difficult and dangerous. If you aren't friendly with the Hegemony or the Tri-tach and you go deep into their territory you are taking a huge risk.

66
General Discussion / Re: Systems speculation and discussion thread
« on: May 24, 2012, 03:38:19 PM »
What about a Smoke screen ability? Makes a temporary nebula that only slows down enemy ships? That could be useful. (or something that negates the effects of natural nebula)


67
Who needs to explore when you can conquer? :)
This guy knows what he's talking about.

68
General Discussion / Re: Systems speculation and discussion thread
« on: May 23, 2012, 05:49:41 PM »
Well in a previous blog post an active system called "combat teleport" was mentioned. Not exactly sure how that will work. It could be a short teleport for a ship to help dodge stuff. Or it might be a long range skill a carrier might have to teleport a damage fighter group back to it.

We have no idea what Infernium Injectors (was shown in the video, but not used) does, but we do know that it's on a high tech ship. I'm guessing it temporarily boosts energy damage or something.

Phase ships will probably work via an active ability so they might come out in the upcoming patch, or they might be added in a patch of their own because I'm guessing there is a lot of AI work to be done there.

Other than that it's hard to speculate what Alex could be making. There are so many things that COULD be done. I want some ships to have really strong abilities however that just make them really unique. I want the abilities to really come into play when I'm deciding what ships to use.


69
I was just browsing old blog posts and found this in  Introducing the Paragon and the Odyssey.

Quote from: Alex
Down the line, I’d also like to add active ship systems (such as afterburners, a combat teleport, or an ECM device).

Since Alex hinted that next thing added would be combat oriented (in a post on this thread he has since removed) these would fit that description as well. Adding active ship abilities like this would make combat so much more fun and would make ships more difficult/satisfying to pilot. It would add a complete new layer to combat.  We could get these abilities from certain officers or ship mods, which would make ship outfitting more complex too. Wow the more I talk about it the more I really want these in the game sooner vs. later. XD

70

I never knew that! Does the tutorial not mention that or did I just forget?

The tutorial doesn't really say much at the moment. It gives a very brief explanation of combat and fleet controls at best. It'll get better I'm sure but I doubt it's on the top of the to do list, especially if more features are continuously being added.

71
General Discussion / Re: Tachyon Lance and Odyssey spam
« on: May 20, 2012, 09:52:25 PM »
I don't think hit rolls should be in the game. It adds randomness to a game. Alex has said previously that he's trying to avoid random mechanics. The game is much better when it's based around skill and strategy. Probability will mess with that too much.

With the fighters being easily picked off by lances, instead of weakening the lance maybe ways to protect fighters should be increased. There could be a ship command similar to escort that would make a fighter group stay inside of one of your ships shield range. Since they don't mess with your flight path they could just hover on you while you move forward defending them with your shields. Or maybe have them be able to stay inside of a carrier to protection if you want them too.

72
General Discussion / Re: Tachyon Lance and Odyssey spam
« on: May 20, 2012, 05:53:02 PM »
I feel as if a lot of the large weapon mounts, especially certain ones like the lance, are going to be very hard to obtain in the final game. So there will be no way you can have as many in your fleet as you have right now. Also the Lance is really good at long range, but once you get in close the lance isn't all that good compared to other weapons. So once any sort of cloaking or phase ships come into play I feel as if this strategy will lose a lot of viability.

73
Gah stop adding more options to the poll! I keep wanting to change my answer.

74
General Discussion / Re: Medusa v.s. Conquest
« on: May 15, 2012, 01:12:48 AM »
I congratulate you on your victory. However this isn't something we didn't know could happen. It's tricky and requires good piloting skills, but even the largest ships can be beaten by well piloted small ones. There is a mission in the game that proves this. Sinking the Bismark requires you to kill a Onslaught with just 3 frigates. It's all about finding the weakest part of the ship and then out maneuvering it.

75
Bug Reports & Support / Wolf Frigate Strike Loadout
« on: May 14, 2012, 11:25:24 PM »
The standard Strike loadout for the Wolf class Frigate puts is 15 points over its normal maximum OP limit.

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