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Author Topic: Various suggestions  (Read 1082 times)

Displasma

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Various suggestions
« on: June 10, 2017, 09:16:30 AM »

Hi, let me first start off by saying that I love this game. It's beautiful. I do have a few suggestions.

a) OK let me get this out of the way -- hopefully there are no forum tears or fists flying my way if this has been suggested to death but: This would be a great game for multiplayer -- if no plans for that, just put in like 1v1 queue system or a simple ladder system to fight other fleets of similar size. Capture the flag, etc. I know the scope of putting in any kind of multiplayer is a big ask but.. it would be endless fun and I'm certain it would be a very enticing feature for people to buy the game. I mean, rubbish games like Dota are raking in chump's dollars left and right, so think what Starsector could do!

b) The fleet tactics screen is a little hard to understand. I've generally been fighting medium-large battles with a size 130 fleet vs like 200 generally. I find it to just be a mess of arrows and icons sometimes :)  Make those things smaller :)

c) I wish there was a better way to make certain ships stick together. I know "escort" works pretty well and I've had a lot of success with it, but there's some confusion with that system. For example. I'll have one of my carriers escort the other to make them hang out together. But then when I order a Fighter Strike against an enemy craft, only 1 red arrow will appear (from the ship that is being escorted). Can you make it so we can have battle groups or something where you can direct the movements and behavior of ship groupings? I think it would be more intuitive.

On to balance suggestions: 

1) Range is king in this game. Unless you're controlling the ship directly, putting short range, high dps weapons on for example, a destroyer, is a good way to get them disabled almost immediately in any large fleet battle. Or they will just sit back and do nothing because they're taking constant laser damage from like 2 screen lengths away. Putting short range, high dps weapons on heavy cruisers and battleships is pointless because they are too slow to chase anything down with them. So my suggestion is, can you do something about that? :)

2) Cloak and teleport frigates with burst weapons are kind of ridiculous. Being able to teleport behind a ship and blasting them in the ass with a group of 4 missiles or burst lasers is pretty OP. I've been able to disable like 10 ships in every large engagement just with my frigate. Obviously this is quite a lot of fun for me, so not sure about decreasing their efficacy per se. But maybe make those ships more fragile. Or increase the cooldown on cloak reactivation and teleport, or increase the drawback -- high supply cost is nothing.

Thanks for reading!
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Megas

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Re: Various suggestions
« Reply #1 on: June 10, 2017, 09:48:01 AM »

Answer to multiplayer is in Frequently Made Suggestions, which is no.  Enough said.

Range is very good and perhaps the god stat, but sometimes, ships can handle short-range brawling if fast enough and built for it.  Aurora is powerful and one of the stronger cruisers, but limited to hit-and-run because of short range and fast speed.  That said, carriers tend to be the most powerful ships a player can pilot due to 4000 range homing missiles, er... fighters.  (AI?  Not so much due to AI and UI limitations, except for Tempest, maybe.)

Teleporting or phasing strikers tend to have limited ammo.  If it uses missiles, it can only kill a few ships.  Hyperion costs as much as a cruiser and has low peak performance.  (Also, AI does not handle Hyperion very well, at least the high-powered configurations player can use to devastating effect.)  High supply cost can be a big deal until endgame.  Also, such ships tend to have short range - they need their special abilities to not get kite-and-sniped to death by low-tech or midline ships.
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