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Messages - YAZF

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76
Just thought I'd drop in here to say that right now, I'm working on none of the above - but on something completely different, that was nonetheless planned to be in the game since the very beginning.

I will say no more - let the rampant speculation begin.


Oh yeah, also, I'm very excited about it :)

I'm guessing captain personalities and officers traits and stuff. Maybe even personal character stuff.

77
I'm looking forward to getting rewards and money from things other than mindless fighting. This could be stuff to do with the planets and the factions. Missions that you can accept as a mercenary on different planets. Ways of working with factions which are at war with others. Gaining trust of factions so they rewards you with certain weapons (because honestly, it makes little sense that the most advanced and rare weapons are just there in the market for anyone to buy. They would be heavily guarded secrets and only given out to trusted admirals of a faction) Outposts and mining operations are good too, though I feel as if you need multiple star systems for that first.

Also I REALLY want personal character development/advancement and officers.

78
Bug Reports & Support / Seeing things in mini-map fog of war
« on: May 12, 2012, 11:37:01 PM »
When I was piloting my Paragon around I couldn't see any ships on the radar to snipe with my lances. So I just held my mouse all the way to the right of the screen (because there were missiles coming from that direction) and after a while I had scrolled over so far I could see an enemy ship. I pulled up the minimap and the center of my screen at that point was at the edge of the sight circle my ship provided (and wouldn't move further than that), but enemy ship was still visible. It was just on the half of the screen outside of my ship's vision range. From that point i could target the enemy ship. It wouldn't show the ships details in the HUD (unless i moved within radar sight range) but I could still switch to the targeted ship with the z button. After that I just sniped the ship down but I don't know if this is something you want fixed or not.

79
General Discussion / Re: Selling Ships
« on: May 12, 2012, 11:01:43 PM »
I actually tend to buy damaged ships, repair them, and resell for a profit

How? I didn't think there was any way a damaged ship could be in the shop unless you sold it damaged in the first place. Unless you are using mods or something.

or if you sell some
I said that. But i'm saying if he sold them damaged, then buying them again to fix them give you no profit because you could have just repaired it before you sold it the first time.

80
General Discussion / Re: Selling Ships
« on: May 12, 2012, 03:17:13 PM »
I actually tend to buy damaged ships, repair them, and resell for a profit

How? I didn't think there was any way a damaged ship could be in the shop unless you wold it damaged in the first place. Unless you are using mods or something.

81
Suggestions / Re: Flux Bomb
« on: May 09, 2012, 06:11:58 PM »
I think this idea is incredibly broken. Mainly because it removes flux instead of adding flux. Basically it would allow a ship to not worry about flux venting at all. So a ship with 6000 flux storage could fire 4 antimatter blasters for 4k dmg then use this flux bomb for 6k dmg and then immediately use the blasters again for another 4k dmg. That is sooo overpowered.

82
General Discussion / Re: How many "Elite" crewmembers does it take?
« on: May 09, 2012, 11:49:10 AM »
HERE IS EVERYTHING YOU NEED TO KNOW.


  • Changed how crew assignment works - a ship only needs a portion of its crew to be experienced, to reflect the relative importance of elite personnel in key positions. The rest of the crew is filled with the least experienced crew available. The percentages of experienced crew needed are as follows:
    • Fighters: 100% (Broadsword Wing: 5)
    • Frigates: 100% (Wolf: 15)
    • Destroyers: 50% (Hammerhead: 25)
    • Cruisers: 30% (Dominator: 60)
    • Capital ships: 20% (Onslaught: 100)


Got this from an old patch notes.

So for capital ships, this means 80% of the crew will automatically be the lowest level crew you have and they won't affect ship ranking (This is what green crew is good for). The other 20% will count. It will put your highest crew here. Whatever the average crew level of this 20% is your ship will be (rounded up). So (for an onslaught) if that 20% is 50 elite and 50 veteran the ship will be elite. If that 20% is made of 50 elite and 50 regular then the ship will be veteran level (because it averages their experience).  

The first ship in your fleet slot gets the highest crew first. So if your onslaught is in the first slot you will need 100 elite crew members in it before it starts putting elite crew in your next ship. Because the onslaught was already elite level at 50 elite crew that is almost like 50 elite crew going to waste.

This is where crew management comes in. Let's say your fleet is one onslaught and 2 hammerheads. You have 100 elite crew members and the rest are all veteran. You want all of your ships to be elite. If you put your onslaught in the first fleet slot, it will use up all 100 elite crew (20% of it's maximum because it's a capital ship) and then the 2 hammerheads will both have only veteran crew. So you will have 1 elite ship and two veteran ships. If you put your hammerheads in the first two fleet slots instead they will each fill 50% of their crew with the highest crew you have (50% because they are destroyers). So they will both fill up with 25 elite each which will leave you with 50 elite crew for the onslaught which is exactly how much you need for it to be elite. So now you have 3 elite ships instead of just 1.

83
Suggestions / Re: Fighter Repair After Combat
« on: May 08, 2012, 05:52:08 PM »
What if u want to prevent an accident?
There is a big difference between the amount of supplies a fighter squadron takes to repair, and how many it takes to repair a destroyer or cruiser. I don't have a problem with the "Suspend Repairs" button applying to fighters (I thought it already did TBH), but asking every time after a battle if I want to repair my fighters would get very obnoxious.

The button used to work while fighters were repaired over time outside of combat. When they were damaged you could choose not to repair them. As it is now they will auto repair after battle no matter what (if you have a carrier). You can't click suspend repairs before they are damaged in battle and have it count for after a fight. They will still auto repair. It doesn't have to be a screen that comes up after battle every time, but I think there should be someway to control whether or not our fighters get repairs. They are our ships after all.

84
General Discussion / Re: How many "Elite" crewmembers does it take?
« on: May 08, 2012, 05:30:35 PM »
different per ship:

iirc

fighters: 100 percent
frigs: 50
destroyers: 40
cruisers: 30
caps: 20


Kinda. These percents are how much of the crew counts at all towards the experience status. As long as a majority of counted crew percentage are a certain rank the ship should be that level. It means for fighters all of the crew is counted. So if 4 out of 6 a fighter crew are elite and the other 2 are veteran it will be elite. 

85
Suggestions / Fighter Repair After Combat
« on: May 08, 2012, 12:11:59 PM »
After the latest patch fighters instantly and AUTOMATICALLY repair themselves after combat if you have a carrier in your fleet. This shouldn't happen automatically. Instead there should be a screen that pops up that asks the player what fighter groups they want repaired instantly and show them the cost in supplies.

I know it's not much of a problem now but later in development with deep space exploration supply management will probably become rather important as players might go long stretches of time without docking for supplies. So supply rationing comes into play. Currently we can do this on larger ships by ceasing repairs on damaged ships. We need the option to do this on the fighter ships as well instead of having our supplies automatically be used up in the post combat repairs.

86
General Discussion / Re: art style
« on: May 07, 2012, 11:52:49 PM »
A 2D art style does not mean it is in a retro style at all. The look is designed around the gameplay, which is top down, 2D space ship combat. I don't exactly see how you expect it to look much different from how it does. And the ships don't look especially pixely at all. They are quite detailed and match a specific art style and lore. Many ships have "harsh" edges because they were built by a certain faction in an older age. Newer ships are curvier in design. They look different from the soft lighting effects of the engines and explosions and lasers because they are actual solid objects...and not made of fire and light. The HUD looks the way it does I assume because it's supposed to resemble the computer displays in the ships themselves (and it also gives it a very futuristic vibe).

87
Announcements / Re: Starfarer 0.52a (Released) - Live Patch Notes
« on: May 05, 2012, 09:36:41 PM »
So far Alex has been working on the core gameplay; the combat, the AI. Let's not get ahead of ourselves here. New systems don't provide anything significant if there isn't substantial depth to them. Economy and dynamic interaction between worlds, stations, and outposts need to be set up to provide meaning for what you do in system. Before that happens any other system will just be a cookie cutter copy of Corvus.
Don't forget we are currently in just the alpha version of the game. I don't think anything that Alex adds needs to be perfect or super significant. If he just wants to add random stuff and build on it later he's more than welcome too. Now of course that's not how he normally works. He adds something and then tries to tweak it to perfection before moving on. I'm not sure if he does this because it's just what he's comfortable with or if it's because the game is already available to so many people and he feels as if any new feature added must be finished before release. But if he wants to just add some rough draft stuff in there and just release it that will be fine with me. When the game is officially finished I'm sure it'll be great, but until then remember that we are only looking at a work in progress.

88
Bug Reports & Support / Re: Mission giving wrong score?
« on: May 03, 2012, 12:28:08 PM »
The ship that retreated was a Condor carrier. I've played the mission before and when ships have retreated I didn't get max score. This is the first time that it was only the Condor that made it out though. Normally a Lasher or two escapes as well.

89
Bug Reports & Support / Mission giving wrong score?
« on: May 03, 2012, 12:00:23 PM »
This is just a tiny problem that I probably shouldn't be complaining about but it's important to iron out all the wrinkles. I just played Forlorn Hope and the game gave me 100% when I clearly didn't kill or capture everything. One of the ships got away. Why did I get points for it?


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90
Suggestions / Re: Shield Details on the Refit Screen
« on: May 02, 2012, 09:47:33 PM »
The refit screen is already quite cluttered as it currently is.

Really? I don't think it's that cluttered at all. If you are viewing a ship at normal distance and not super zoomed in there is a ton of unused room. If you have a TON of hull mods that uses up the right but the top is very empty in my opinion. Plenty of room for ship and shield info.

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