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Starsector 0.98a is out! (03/27/25)

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Author Topic: A limited number of Standing Orders  (Read 18187 times)

mendonca

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Re: A limited number of Standing Orders
« Reply #45 on: January 20, 2012, 12:32:10 PM »

On that note, I think that will be far more difficult to balance, as each extra command point is far more powerful than the previous one, at least up to the point where they don't matter anymore.

Personally I can see the current system giving a much smoother progression.
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"I'm doing it, I'm making them purple! No one can stop me!"

Alex

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Re: A limited number of Standing Orders
« Reply #46 on: January 20, 2012, 12:40:41 PM »

I just want to add that what Zapier and mendonca said is right on the money. I had almost that exact system implemented at one point - as part of the process of moving towards the current one - and those are precisely the problems that came up.


To elaborate on Zapier's point a bit, *all* game systems are abstractions of reality. So, "it's not realistic" is not a good argument as such. Like I said in the previous post, I think there's a very reasonable in-fiction explanation for the command point limit, as long as you don't try to interpret them too literally.

At some point, it's up to the player to interpret the game's events in a way that make sense. For me personally, that's a lot of the fun, and I consciously try to make sure that 1) such explanations exist and 2) they game doesn't force-feed them to you by diving into too much "realistic" detail. I think too much detail can backfire - but when things are more abstract, it's easier to get your imagination to provide a variety of suitable explanations.
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Sinloth

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Re: A limited number of Standing Orders
« Reply #47 on: January 20, 2012, 01:07:38 PM »

Okay, after another day of playing aaaand especially after reading through the manual (which is awesomely helpful btw, thanks for that!) I now must say I'm getting much more comfortable with Command Points and the whole assignment system :o I've swooped through some more hard mission and even taken some shot at the impossible one :D Must say, if I do get that chance in the end, I'll definitely play on medium through campaign :D That's the level I think I could be happy with, although hard is managable. Anyway, my point here, people who are (like I used to be) unfamiliar with the system, go read the manual and try to adapt, it's actually working pretty good already in this 0.35 version! I usually end up with 10+ Command Points left anyway in the end, I don't even really worry about them, I mostly deploy, throw a few captures and one assault (which really turned out to be crucial to my success) and then I just rally carrier's group somewhere safe and voila... every now and then I throw some more captures if the enemy had managed to take the objectives before I dealt with him somewhere else, and sometimes I order a strike or harass on a tough target and that's pretty much it. Friendly AI isn't doing such a poor job as I had originally thought and I can just immerse in the amazing space combat (which truly is the best thing about Starfarer) and watch the things fall in place :)
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