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Messages - MidnightSun

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61
Announcements / Re: Blog Posts
« on: July 21, 2012, 02:53:21 PM »
Armada art picture?  What does that mean?

He's referring to this one: http://fractalsoftworks.com/2011/12/12/the-armada/

Gameplay >>>>> Realism. Having to run from invisible, uncounterable ships because you didn't bring a Kryptonite Frigate that, if present, would make the phase ship completely worthless = bad gameplay.

Agreed 100%. Perfectly happy with the current implementation of phase cloaking. In fact, to prevent confusion, I think it'd be easier to just call it "phasing" instead of "phase cloaking," which may imply a visibility impact.

62
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 14, 2012, 04:32:08 PM »
Loving the changelog. The tweaks to the Tachyon Lance are fantastic; I think there'll be a lot more strategy in using them than with the current "nuke from orbit" usage. And of course, the phase ships :)

63
General Discussion / Re: Sandbox mode
« on: June 16, 2012, 04:29:04 PM »
You can kind of do that with the weapon refitting sandbox, but I agree, a custom battle mode would be a fantastic (and I think, simple) addition that would add even more to replay value.

64
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: June 12, 2012, 03:15:20 PM »
These all look like a lot of fun :)

One comment though: should the Tempest really be getting Active Flares? With its high speed and omni-shield, it's already nearly invulnerable to missiles, unless fired when the Tempest ventured too close and is nearly overloaded--and now, in that case, it can just fire off its flares. I'll have to try it, but I think it might be OP and make it even easier for the Tempest to kite far larger ships.

65
General Discussion / Re: Graviton Beam Balance
« on: June 11, 2012, 10:36:15 PM »
well, if you spec out a huge number of anything on a Paragon or Odysset you will put some serious hurt on just about anything....

Indeed, but the low-flux graviton beams let you keep up the pressure, while more flux-intensive loadouts (ie, the Elite Paragon) have greater burst damage.

66
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: June 11, 2012, 10:34:11 PM »
Thanks for the explanation on drones, Alex! That'll be fun to play with on the Astral.

The odyssey's ability seems like its going to limit it to tachyon lance use, sort of sad about that because i liked using it in close with autopulse lasers. Not using it's subsystem would feel like a waste, but no shields and 50% extra damage taken is just a death sentence for any high tech ship thats in anything but tachyon lance range. Not sure what i would have preferred tho.

You could still use it to deal out a ton of damage when the enemy ship is overloaded/just got hit with a bunch of EMP devices. That'd add more punch to energy weapons that'll bring them to HE levels versus armor.

67
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: June 11, 2012, 08:05:25 PM »
Looks great; I guessed on Twitter that the "lightning" was from the Omen! :p

How are the drones going to work? Are they essentially a fighter wing bound to the carrier (ie, destroyed drones replaced if the wing comes back)? Or is each one going to move separately from the others? Can the drones capture a beacon?

68
General Discussion / Re: Good lasher variants
« on: May 28, 2012, 03:18:16 PM »
I like to use 2x Annihilators. Plenty of ammo, so it allows for very effective area denial. If a ship happens to be overloading, one volley does pack quite the punch as well.

69
Announcements / Re: Starfarer 0.52.1a (Released) - Patch Notes
« on: May 28, 2012, 03:16:18 PM »
Not saying that this is necessarily the case here, but certain limits exist that are well within the realms of what the game can "handle." Why? Limits allow games to guarantee stability, which I think is a great reason for Starfarer's very polished feel even in the alpha stage. I've never had Starfarer crash on me before, unlike, say, Battleships Forever. Just a thought to keep in mind.

70
Suggestions / Re: "Strike Escort" - rally strike on a friendly ship
« on: May 21, 2012, 03:12:52 PM »
id say just let the rally command be usable on ships :P no need to pointlessly be adding commands when tweaks to current ones would suffice.

I actually like this idea a lot. If you could set waypoints as they are now, but on a friendly ship, that would be fantastic. "Rally Civilian Craft" around a point defense destroyer, "Rally Strike Force" around your own ship, etc.

71
General Discussion / Re: Tachyon Lance and Odyssey spam
« on: May 18, 2012, 12:40:43 AM »
Well, by the time you control all the points with capital ships...  :D

72
Suggestions / Re: Two Battle-Related Suggestions
« on: May 17, 2012, 09:13:52 PM »
Just thought of another facet to add to the Accruing Command Points Over Time idea: also to reflect the capability of your captain, the maximum number of "collected" CPs should also be capped at a certain value (that can increase with leveling up, skills, etc).

73
Suggestions / Re: Two Battle-Related Suggestions
« on: May 17, 2012, 09:05:17 PM »
I like the Accruing Command Points idea. I'm not so sure about the "No Pause" game mode. It sounds cool, but the big thing I use the pause for is to "test" my orders. I find myself cancelling a lot of the orders I just made because of ships obeying the order that I didn't expect. Maybe after the current command system has improved a little bit more.

Yeah, I agree. Being able to test out orders is very, very useful.

After playing Starfarer enough though, I feel that I can usually predict what will happen if I assign a ship to do something. With the accruing command point implementation, I'd imagine "botching" one order would have slightly less consequence as well. Further optimizations to what ships respond to commands will also make things easier.

In any case, it would be an option--I definitely wouldn't want it as the "default."

74
General Discussion / Re: Flagship
« on: May 17, 2012, 09:00:00 PM »
I usually fly capital ships, as it really takes skill that the AI is still somewhat lacking to make full, effective use of most capital ships (the Onslaught and Conquest in particular). I don't really like flying the smaller ships all too much (I feel the AI is and should be better than me at micromanaging these small ships, in most situations).

The largest ship in my fleet now is a Dominator (Large Autocannons in hardpoints, 2 x Dual Flak, 4 x Railguns, 2 x Vulcan), with two Enforcers. Works very well, I really like it. Stands toe-to-toe with capital ships.

75
Suggestions / Re: Two Battle-Related Suggestions
« on: May 17, 2012, 07:43:15 PM »
I guess I should've rephrased. Of course you can pause the game to access the menu, or when you're in the star system view, I see no problem with that. I'm referring to the auto-pause when you open up the tactical map when you're in a battle.

maybe if you have a carrier ( condor / venture / odyssey / astral ) then ordering fighters around becomes free?

I think that's a bit too extreme, and would result in an Astral commander literally just sitting there in the Tactical Map and micromanaging everything like in a RTS. That detracts from the Starfarer feel, I think.

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