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Messages - xanderh

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16
Suggestions / Re: Injured crew
« on: February 15, 2013, 01:24:56 AM »
The crew death rate could be set pretty high so medical ships don't make it so you only have to go to stations to dump loot.

The idea sounds pretty cool, especially with medical ships. medical ships is something that I feel would be really nice to have, as it would add atmosphere, and work as some rather nice RP opportunities.

17
Announcements / Re: Starsector 0.54.1a (Released) Patch Notes
« on: January 06, 2013, 11:56:47 PM »
Slight problem: I moved my save files and installed the same mods again, and they turned out to be incompatible. The save files just don't work in the new version.

I found out that the AI discovered ramming is a valid strategy: I had an apogee and a tempest. The tempest was escorting me. The AI had a dominator (the big low-tech cruiser) and an enforcer left. I focused on the enforcer to take it out, while the tempest was distracting the dominator. I put some distance between me and the dominator, and the enforcer was almost down. The tempest was between me and the dominator. The dominator then turned towards me, fired up his burn drive, and disabled my tempest before he could move out of the way.

The tachyon lance is incredibly useful against capital ships now. It's hilarious to watch an onslaught lose 90-95 % of its firepower by only firing two weapon slots. Great defensive weapon. I'm not using it on my paragon, though. The autopulse lasers with expanded magasines are just too good to give it up :)

18
Announcements / Re: Starfarer 0.54.1a (In Development) Patch Notes
« on: January 04, 2013, 04:35:04 PM »
The new skill UI looks absolutely awesome. The old one was functional, but didn't really look that good. The new one is both functional, and looks great. Nice work there.
The new effects for the tachyon lance sounds interesting, I'll have to try it again when the new version is released.
The prometheus sounds good, another target to horribly murder and earn money and EXP from ;)
The shield change for the Aurora sounds interesting, I'm looking forward to seeing what that does for balance. Probably not anything on my main character, I don't use them, and only use one ship.
The new graphics for the needler sounds interesting, looking forward to seeing that.

And I didn't personally experience any of the bugs you fixed, but that's always nice to hear.

19
Announcements / Re: Starfarer 0.54a (Released) Patch Notes
« on: December 04, 2012, 12:28:29 AM »

Agree with these guys. So far, the only games that can compare to this one in terms of cost/hours spent are Minecraft and Garrys Mod.



KSP, M&B, EVE online, and Dwarf fortress
I purposely excluded EVE Online, because it's an MMO. I pay 15 euro every month, and don't play several hundred hours every month, so it's nowhere close to any of the ones I mentioned.
Now, KSP and M&B, I have played for a few hours each, but not even close to the amount of hours I've played the other games I mentioned. Can't say anything about Dwarf Fortress, haven't played that game at all.

20
Announcements / Re: Starfarer 0.54a (Released) Patch Notes
« on: December 03, 2012, 06:47:21 AM »
Amazing game man, here's to the successful release!

Saw some youtube videos on this game and I bought it, and I'm glad I did  ;D

Cheers!  ;)

Oh, agreed! I got my money's worth from the game in the first month alone.

That was well over a year ago.  ;D


If any game deserves 50$ or euros when it's done it is this one,not the "AAA" titles that you get bored of in one week.I've been playing this baby for nearly a year now and it is still awesome.Considering it's alpha state...That's pretty damned good.


Agree with these guys. So far, the only games that can compare to this one in terms of cost/hours spent are Minecraft and Garrys Mod.

21
Announcements / Re: Starfarer 0.54a (Released) Patch Notes
« on: November 30, 2012, 12:51:44 AM »
So far, I haven't lost a single ship, and I'm primarily fighting the large pirate fleets. My fleet consists of an apogee, a medusa and two tempests, with only enough points spent in leadership to be within the FP limit, with the rest spent on gunnery, speed, flux, and ordnance points.

The game is a lot better now, and is a lot of fun to play. The leveling feels about right. It's not too fast, but doesn't take too long either.

22
Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: October 30, 2012, 05:16:20 AM »
I dying from waiting please release that Awesome Patch :-) or atleast tell us the release time :-)
That's generally a bad idea.
The patch isn't ready to be released, so he shouldn't release it. We'd just get disappointed.
And he should not give a release time, ever. He doesn't know when it's done. If it gets finished before the release date, he'll either have to keep it, which he doesn't like, or have to release it before time. If he releases it before time, why would he even give a date for it to be released? And if it isn't ready when he said he would release it, he'd either have to release something unfinished and buggy, or disappoint us by delaying it.

So, unless it gets finished on the exact day he says it will, people will get disappointed. Which is why he hasn't given a release day for any patch so far, and hopefully never will.


And if you just want a ballpark figure, here's one. Before August. August 2013, that is.
[/quote

^^
This needs go be plastered on the screen every time you enter this forum.

It could need something like it, maybe a sticky thread explaining why there aren't any ETAs or dates in the patches.

Back on topic: The patch looks better and better each time it's updated. Keep up the great work :)

23
Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: October 30, 2012, 12:27:45 AM »
I dying from waiting please release that Awesome Patch :-) or atleast tell us the release time :-)
That's generally a bad idea.
The patch isn't ready to be released, so he shouldn't release it. We'd just get disappointed.
And he should not give a release time, ever. He doesn't know when it's done. If it gets finished before the release date, he'll either have to keep it, which he doesn't like, or have to release it before time. If he releases it before time, why would he even give a date for it to be released? And if it isn't ready when he said he would release it, he'd either have to release something unfinished and buggy, or disappoint us by delaying it.

So, unless it gets finished on the exact day he says it will, people will get disappointed. Which is why he hasn't given a release day for any patch so far, and hopefully never will.


And if you just want a ballpark figure, here's one. Before August. August 2013, that is.

24
Suggestions / Re: a suggestion for the implementation of mining.
« on: October 17, 2012, 03:36:40 AM »
Being fully self-sufficient would probably require a huge fleet before being possible. You'd have to take an autofactory and blueprints from the existing factions, or buy one (the cost would be ridiculous).

But you can always hope for it to be possible :)

25
Suggestions / Re: a suggestion for the implementation of mining.
« on: October 16, 2012, 02:53:21 AM »
Right now, due to the infinite flux of ship spawns, if we did get a effective mining system, with defense fleets, they would end up victims from Pirate infinite flux of ships.

until we that a system that will only spawn ships based on a factions "capital", like that LazyWizards Economy mod, i would get somewhat depressed w/e i see my miners dying out, just like how i feel depressed when i see creepers spawn on anywhere that has a shadow (Minecraft)...
That's why I think this would be better off in the mods section. I can't see this making it into Vanilla.

Mining is a listed feature, so I would hope it makes it into the final game.

26
General Discussion / Re: Ships die to fast or it's just me :)
« on: October 09, 2012, 12:50:17 AM »
Conquest in 18 sec
 

Onslaught in 30 sec
 
Technically, those were 19-20 seconds and 31 seconds. But still, they did die pretty fast against an onslaught.

27
Discussions / Re: EVE Online
« on: October 09, 2012, 12:47:19 AM »
i c i c

So I can expect to drop at least $60-ish into the game?

If you want to have fun in the game, expect to pay for at least the first year, probably the first two. It gets kinda grindy if you pay via PLEX. I tried it, and it started to feel like a job.

thats quite a bit.... I think I have that kind of money to spare tho

whats a tackler?

A tackler is (often) a fast frigate, fitted with either an afterburner or microwarpdrive, and a stasis webifier and either a warp disruptor, or a warp scrambler. The difference between the last two is that the disruptor (long point) has longer range, while the scrambler (short point) has half the range, but twice the disrupting strength, and disables microwarpdrives.

also I'm kinda afraid to scam ppl since most of them would be stronger than me -_-

As long as you're in Jita, nobody will take it personally. As long as you don't join a corp, get roles, steal everything and run, people won't take it personally, and it's relatively safe.

and what are goonfleets?

Goonsfleets are fleets made by goonswarm. They are more or less the controlling faction of null-sec EVE. They are the largest faction in OTEC, which is a bit like a drug cartel, except everyone needs the stuff the produce. They own moons with technetium, which is used in almost all useful tech 2 stuff. They are notorious for recruitment scams, where they say that you have to sign up on a site, and give them a security deposit, and then they never talk to you again. The only way to be recruited is via the SomethingAwful forums.

many thanks

gunny
replies in bold.
Also, what naufrago said about the ships is almost true.
Caldari are awesome at missions, but that might change when winter comes. Drakes are very popular, both for PvP and PvE. They have a huge tank, and repectable damage, especially considering their size.
Gallente are the worst at pretty much everything. They can choose between highest range (scanning ships make this useless) or highest damage (but not enough range to be useful), but their capital ships are the best of them all.
Amarr are kinda useful, I haven't really flown their ships all that much. The biggest problem with amarr in combat is that they use capacitor power to fire their weapons, unlike caldari and minmatar. This makes them completely useless if they are fighting an enemy with cap neutralizers.
Minmatar are arguably the best in PvP. They have the fastest ships with the most versatile guns, and can fight at both long and short range with the same guns. They can tank with both armor and shields. Also, their ships used to be made of scrap metal and duct tape, but now they have been painted, and don't look like scrap metal.

28
Mods / Re: Project Titan by Uomoz & Elate
« on: October 01, 2012, 07:30:01 AM »
This is the only mod for this game (or any other game) that has brought my desktop computer down to 20 FPS.
i got brought down to 2 XD
My laptop actually went down to 1 frame per second. Pure slideshow. I DID pilot a titan into a huge pile of small ships, and zoomed out completely, but it more or less killed the PC.

29
Discussions / Re: Which One?
« on: October 01, 2012, 04:58:37 AM »
AC3, and probably sleeping dogs.

30
Suggestions / Re: a suggestion for the implementation of mining.
« on: October 01, 2012, 01:19:50 AM »
well we do have mining drones as it were so automating this wont be that hard, if we actually can eventually make several fleets then it wont be that hard to automate it

as to how it is mined there are several ways that it can be done, you haul a roid to a reprocessing station where then the drones go to work, this way its more or less protected and hauling the ore out wont be as much of an issue(getting it there would make for a fun challenge) off course another way is to either split up the rock into manageable  chucks and load em into a freighter (we have weapons that alter the fabric of space im sure a tractor beam that works off distorting gravity wont be out of the question) or another way, which is how eve does it, uses lasers to vaporize the roid and this is then "sucked up"

 i do hope this game gets a good industrial side too it since i enjoy being able to be self sustained

That's more or less what I was thinking. If you just move the asteroid itself, you should be slowed down by it, preferably a lot. Moving a rather large asteroid is a slow process, and moving too fast with such a large rock would be dangerous for everything involved, including both your own ships, and potential enemies. Also, something cool would be to have the asteroid itself as a ship with nothing but thrusters, that you'd have to protect. It would always be deployed automatically, and if it was destroyed, you would lose the asteroid.
The asteroid should have no shields, and no armor, but quite a lot of hull points, as it's a solid rock. The speed and acceleration of it should be low, as the only propulsion it has is in the form of small drones attached to it.

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