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Author Topic: Starfarer 0.53a (Released) Patch Notes  (Read 368050 times)

Vandala

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #90 on: June 13, 2012, 08:27:06 AM »

i think the issue is just that its so expensive for being so bad. Why would pirates buy it at its current price? being an all around bad ship even in the campaign is a role thats cool to exist but then the price should really reflect it or it wouldn't even exist in the world at all.

Unless, scarcity. Anything is better then nothing, and if no other ships are available then even the worst ships become pricey.

Thaago

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #91 on: June 13, 2012, 08:48:59 AM »

I think the Buffalo Mk II would be more of a threat, but still easy to destroy if you corner one, if it had 2 medium launchers instead of one. Painful fire support, crappy platform.
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Wyvern

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #92 on: June 13, 2012, 08:51:00 AM »

Honestly, I'd just suggest swapping two of its salamader launchers for swarmers; that alone would make it a more credible threat.
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Temjin

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #93 on: June 13, 2012, 09:20:57 AM »

Honestly, I'd just suggest swapping two of its salamader launchers for swarmers; that alone would make it a more credible threat.

Or Harpoons. That would make them credibly dangerous if you are unfortunate enough to vent near them.
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Mattk50

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #94 on: June 13, 2012, 10:48:02 AM »

Unless, scarcity. Anything is better then nothing, and if no other ships are available then even the worst ships become pricey.

If scarcity was an issue the value of all other ships would rise at the same pace...
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icepick37

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #95 on: June 13, 2012, 11:22:25 AM »

Unless, scarcity. Anything is better then nothing, and if no other ships are available then even the worst ships become pricey.

If scarcity was an issue the value of all other ships would rise at the same pace...
Unless there's more of them? Haha.  Supply and demand is weird.
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noego

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #96 on: June 13, 2012, 11:29:52 AM »

Unless, scarcity. Anything is better then nothing, and if no other ships are available then even the worst ships become pricey.

If scarcity was an issue the value of all other ships would rise at the same pace...

The economy needs to be implemented. Though that's probably a boring and complicated thing. But makes my eyes sparkle!
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #97 on: June 13, 2012, 11:40:28 AM »

The economy needs to be implemented. Though that's probably a boring and complicated thing. But makes my eyes sparkle!

Complicated? Certainly. Boring? Certainly not!


Re: Buffalo 2 - I think the horse you're beating might be deceased :) I get what you're saying, but seeing how there isn't an economy at this point, it's not exactly something that can be argued one way or another, or dealt with in a satisfactory manner. For now, the Buffalo 2 role is squarely that of "punching bag". And some fire support - it's not quite useless, though there are better choices.


What about cloaking and scanning the cloaked ships?
What about writing custom AI?
What about drive or engines inhibition to make ship unmovable?
What about weapon jamming and improved weapon targeting?
What about adding all these new modules through hull mods?

What about it? :) Seriously, though, there's an almost unlimited number of ship systems that could be made. Custom AI... it's a possibility, at some point. Would require a good amount of work on the API, though, which is why I'm holding off on it.

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hadesian

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #98 on: June 13, 2012, 11:58:20 AM »

The economy needs to be implemented. Though that's probably a boring and complicated thing. But makes my eyes sparkle!

Complicated? Certainly. Boring? Certainly not!


Re: Buffalo 2 - I think the horse you're beating might be deceased :) I get what you're saying, but seeing how there isn't an economy at this point, it's not exactly something that can be argued one way or another, or dealt with in a satisfactory manner. For now, the Buffalo 2 role is squarely that of "punching bag". And some fire support - it's not quite useless, though there are better choices.
: D


What about cloaking and scanning the cloaked ships?
What about writing custom AI?
What about drive or engines inhibition to make ship unmovable?
What about weapon jamming and improved weapon targeting?
What about adding all these new modules through hull mods?

What about it? :) Seriously, though, there's an almost unlimited number of ship systems that could be made. Custom AI... it's a possibility, at some point. Would require a good amount of work on the API, though, which is why I'm holding off on it.
Awesome.
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KDR_11k

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #99 on: June 13, 2012, 12:03:46 PM »

The Buffalo's role is clearly to be the first destroyer you fight while your fleet still consists of frigates. Every game needs mooks, otherwise how will the player get something adequate to gfight in those early battles?
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Typhoon_555

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #100 on: June 13, 2012, 03:00:24 PM »


  • Phase Teleporter - teleports anywhere (to cursor location) within a significant range (~1500 pixels)
    • Hyperion



Is it ok that my current Hyperion can kill an Onslaught and take no damage? This just makes it easier.



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icepick37

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #101 on: June 13, 2012, 03:06:15 PM »

Ah but what about when it can burn drive away long enough for his escorts to swoop in?

EDIT: Should at least be more interesting now.  :)
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Upgradecap

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #102 on: June 13, 2012, 03:08:13 PM »

Ah but what about when it can burn drive away long enough for his escorts to swoop in?

EDIT: Should at least be more interesting now.  :)

And while he's trying to burn-drive away, the hyperion pops two AM shots down his tailpipe, disabling his engines, and then closes in for the finish with either two reapers or two atroposes. Fun times ;)
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Typhoon_555

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #103 on: June 13, 2012, 03:24:54 PM »

That brings a question to mind. If the engines are disabled, can the burndrive still activate or is it useless until the engines are back online?
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icepick37

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #104 on: June 13, 2012, 03:26:36 PM »

That brings a question to mind. If the engines are disabled, can the burndrive still activate or is it useless until the engines are back online?
Also what if you burn drive outside map boundaries? Or teleport for that matter.
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