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Author Topic: Starfarer 0.53a (Released) Patch Notes  (Read 368124 times)

Reshy

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #780 on: August 04, 2012, 12:44:12 AM »

We've had 4 pages up overnight....
Methinks we've got a nerdception going on...

Anywho here's me thinking that all thats really left to implement in the campaign is

-Actual missions to earn your moola

-System travel

-RPG elements such as captain leveling up and officers and all that crap...

-Faction creation capacities ?
(I.E. create your own faction in space and empire creation/management)

I make it sound like its not a lot but its actually pretty good chunk of mostly coding right there....

Do correct me if there's more I forgot ?


How about a goal and better stratification of tech?
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Mattk50

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #781 on: August 04, 2012, 01:35:56 AM »

a goal? Does mount and blade campaign need a goal?
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arcibalde

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #782 on: August 04, 2012, 01:40:42 AM »

a goal? Does mount and blade campaign need a goal?
Yes, rule the WORLD MUAHAHAHAHAHAHAHAHAHAHAHAHAHAHA  ;D
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Anysy

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #783 on: August 04, 2012, 01:54:16 AM »

a goal? Does mount and blade campaign need a goal?

To be fair - There are a few sets of quests. I believe one claimant for each faction, at least. In wfas, they added some more stuff, but I couldnt handle how terrible guns felt.

Usually a 'main plot' also serves as a tutorial, so there is that to take into account as well.

I would really love to see some sort of rudimentary tech timeline, with the game's technology actually progressing, starting in early era and moving into late era blahblah.

But yeah. Lets start with the travelling between systems and rpg elements.
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hydremajor

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #784 on: August 04, 2012, 04:47:20 AM »

Okay SO....

I can see the shade or whatever its name is
(the phase frigate with the two phase "pools" in its sprite)
getting a pretty heavy nerf to its EMP function, that thing can make the hound into an absolutely useless chunk of floating metal

Poor thing can't even get a shot off before getting EMP-locked to death

Either that or EMP capable ships are made out to be the end-game tier of frigates that can make even cruisers look like pushovers should you get too close for them to run from your almighty EMP that completely hardcounters every weapon system...
« Last Edit: August 04, 2012, 04:49:15 AM by hydremajor »
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hadesian

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #785 on: August 04, 2012, 04:54:17 AM »

EMP frigates are easy to counter. Gang up on them from range, since they are squishy and need to get close. Of course the shade can phase in but it's still vulnerable while firing off and doesn't have any armour realistically
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Changes as of May 24, 2013
  • Reinvented Starsector.
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Talkie Toaster

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #786 on: August 04, 2012, 05:50:37 AM »

Okay SO....

I can see the shade or whatever its name is
(the phase frigate with the two phase "pools" in its sprite)
getting a pretty heavy nerf to its EMP function, that thing can make the hound into an absolutely useless chunk of floating metal

Poor thing can't even get a shot off before getting EMP-locked to death

Either that or EMP capable ships are made out to be the end-game tier of frigates that can make even cruisers look like pushovers should you get too close for them to run from your almighty EMP that completely hardcounters every weapon system...
It only counters shieldless ships, EMP systems do very little damage to shields. The Hound suffers because it's fast, shieldless and relies on mobility to stay alive- it's effectively an overweight fighter, and the EMP system's designed to take them down.
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K-64

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #787 on: August 04, 2012, 06:37:15 AM »

Plus the Hound's rather pathetic already, it's not a good basis on whether a ship is overpowered :P
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Jonlissla

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #788 on: August 04, 2012, 06:50:52 AM »

Plus the Hound's rather pathetic already, it's not a good basis on whether a ship is overpowered :P

Contrary to popular belief, the Hound performs admirably well for its cost. It's fast, cheap, has good cargospace, is manueverable and armed with a medium ballistic slot. Add in the AI update and it's fully capable of handling itself against most early threats and live to tell the tale.
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arwan

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #789 on: August 04, 2012, 07:36:24 AM »

a goal? Does mount and blade campaign need a goal?
Yes, rule the WORLD MUAHAHAHAHAHAHAHAHAHAHAHAHAHAHA  ;D

but brain what are we going to do tomorrow night.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

hadesian

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #790 on: August 04, 2012, 07:37:15 AM »

a goal? Does mount and blade campaign need a goal?
Yes, rule the WORLD MUAHAHAHAHAHAHAHAHAHAHAHAHAHAHA  ;D

but brain what are we going to do tomorrow night.
you could go visit triangle man
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Changes as of May 24, 2013
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arcibalde

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #791 on: August 04, 2012, 08:12:25 AM »

a goal? Does mount and blade campaign need a goal?
Yes, rule the WORLD MUAHAHAHAHAHAHAHAHAHAHAHAHAHAHA  ;D

but brain what are we going to do tomorrow night.

Partyyyyyyyy and drink, lots and lots of drinking! YEAH!!!
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Avan

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #792 on: August 04, 2012, 08:14:06 AM »

Phase ships are awesome to manually pilot - the potential to trick the AI ships is virtually limitless with the right timing; pity the AI can sometimes get tricked into phasing, building up its flux, and get stuck rapidly phasing and un-phasing because of perceived threats, which due to the rapidity is completely useless. (ok, I've used semi-rapid phasing before, and it works if you time it right and are in a frigate; in a one-on-one it makes you virtually unhittable - its just that the AI doesn't exploit that like I can; it needs to pause longer on both phased and unphased states to actually make that tactic useful; here it unphases so quickly that any projectiles over it just end up blowing up inside of it anyways.)

Aratoop

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #793 on: August 04, 2012, 09:15:08 AM »

a goal? Does mount and blade campaign need a goal?
Yes, rule the WORLD MUAHAHAHAHAHAHAHAHAHAHAHAHAHAHA  ;D

but brain what are we going to do tomorrow night.
you could go visit triangle man

But I'm so booooooooooooooooooooooooooooooooooooooooooooooooooored!
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CrashToDesktop

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Re: Starfarer 0.53a (Released) Patch Notes
« Reply #794 on: August 04, 2012, 10:37:26 AM »

So, what's the next patch going to be?  0.54a?  .6a?  I wanna know so I can determine how much is going ot be added. ;D
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