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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Iscariot

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16
General Discussion / Re: I give up
« on: January 18, 2013, 10:51:42 PM »
That's more a matter of the game being too easy or too hard in general. I've never heard of a game where the same person finds the easy setting hard or the hard setting easy.

As for your criticisms of Starsector, I do think that the early game is considerably harder than the late, but tedious? I don't think so. All the starting ships are pretty viable, it's just a matter of leveraging your strengths properly and picking fights you can win. You start with a decent amount of credits, so purchasing an extra wing of talons is pretty easy and will make your life much better. If anything, I'd like the middle and late game to be just as challenging at times as the early game.

17
General Discussion / Re: I give up
« on: January 18, 2013, 09:53:45 PM »
Dosen't matter what game you play that's true all around. Some people find Hard easy, other find easy hard. Level designations are at best a guide as to what to expect

I've never heard of a game where people find hard 'easy' and easy 'hard'.

18
I'd definitely be some kind of Hegemony aligned character, independent, but with order and the restoration of the old Domain on my character's mind. Maybe some "unsanctioned" special operations division of the Hegemony Navy, ala the Titans from Universal Century, but not frickin' evil.

19
Suggestions / Re: Deploy fighters from carriers (simple handling)
« on: January 14, 2013, 08:04:54 PM »
I don't think it should be optional, personally, if it's gonna be in.

20
Suggestions / Re: Faster-moving Projectiles and Longer Range
« on: January 14, 2013, 06:39:33 PM »
No sway? I don't know about that. It'd be science fantasy if they ignored reality entirel.

21
Suggestions / Re: Deploy fighters from carriers (simple handling)
« on: January 14, 2013, 06:36:01 PM »
Not very effectively. As far as anti-bomber measures go, point defense and maneuvering work better for me. I use interceptors as point cappers more than I use them as.... interceptors.

22
General Discussion / Re: What do you name your ships?
« on: January 14, 2013, 12:05:50 PM »
I only ever rename my flagship, my current one being the ISS Infamous. I bounce between names like that and Culture-esque names.

23
Suggestions / Re: Planet Atmo/Invasion mechanics
« on: January 14, 2013, 12:04:31 PM »
Special operations, swift silent and deadly, oorah?

24
Discussions / Re: Steam sale, games to buy
« on: January 11, 2013, 08:18:56 PM »
I can't stand the Warhammer lore and I still thought the game was good. A good game should be able to impress only with its mechanics. Only problem is if you already know them in a better form.
I can't really either. I think it works if you drastically cut down the number of factions, ie, Imperium vs Chaos, Imperium vs Tyrannids, Orthodox versus Radical, etc. But with everything there it's an incoherent mess of metaphorical phallus measuring contests between writers that insist on telling us that every faction is super badass (except the Guard, which is why, ironically, they're the best). The lack of any basic morality is also alienating.

More on topic, I just bought Sword of the Stars II Enhanced Edition. I hope the damn game is playable now.

25
Suggestions / Re: More complexity in battles
« on: January 11, 2013, 03:48:56 PM »

-Add more objects into battlemaps (since they are larger it can be scaled a bit better) such as dense asteroid fields, planetary bodies (with gravity and sensor implications), and perhaps denser nebulae which lowers sensor detection range.



I definitely agree with this one. Asteroids move very randomly, without much of an impression that they're at all bound by gravity. That, and they're too small and ineffectual. Asteroids can get REALLY big. Even if you assume a warship like the Paragon is three or even five kilometers long, there are asteroids large enough to at least serve as cover-- asteroids that would most certainly annihilate your ship if you flew right into them. I disagree with having planetary bodies or nebulae that lower sensor detection:

Planetary bodies: I don't feel that a planet would fit on the scale of the combat that is taking place, and trying to apply locational gravity on a 2d plane is wonky enough on the overworld. I do, however, think that fleets ought to be able to fight in high orbit, which could create cool visual effects like a ship's hulk dropping into the atmosphere as its orbit decays, burning and breaking apart (or not, they could just make a crash landing). It could also create new combat conditions, like having to fight an enemy fleet with planetary battery fire harrying you at the same time, as well as maybe new gametypes, like troop recovery, or delivery.

Dense Nebulae: Nebulae are stellar bodies on a galactic scale. The action in Starfare is intrasystem. The existence of nebulae that can slow you is odd enough, in my opinion, to render the idea of even denser clouds of gas slightly silly. However, fighting in the upper atmosphere of a gas giant WOULD make sense and would be super cool.

26
General Discussion / Re: Let's talk scale!
« on: January 11, 2013, 03:36:21 PM »
Ehhhhhh.... I'm not really comfortable about this entire topic. I like the ambiguity of it, it lets you think of them as being as large as you want them to be and it keeps the visuals from clashing with the lore. I personally like to give a long capital ship like the Conquest at least a kilometer, because I think that's a good number for displaying the heft of an interstellar war machine, and smaller frigates at around 200 to 300 meters because a lot of frigates still mount weapon systems that capital ships might use as well-- but someone else might disagree or work their mental depictions of the action from another angle and I'm fine with that.

27
Suggestions / Re: Deploy fighters from carriers (simple handling)
« on: January 10, 2013, 11:30:56 PM »
For what it's worth, I think this is a good idea.

28
Suggestions / Re: Idea to make Beam Weapons more useful.
« on: January 10, 2013, 11:30:50 PM »
Fighters DO feel a little weak right now. My beloved Thunders are CONSIDERABLY weaker than I remembered them, they're pretty much worth it for just the raw speed now.

29
Suggestions / Re: New ship systems and hull mods. Post your ideas here!
« on: January 10, 2013, 11:26:52 PM »
Aha, agreed. It would also make my EM Launching Rails idea more useful.

30
Suggestions / Re: New ship systems and hull mods. Post your ideas here!
« on: January 10, 2013, 11:15:15 PM »
What would be the advantage of that?

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