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

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Author Topic: Starfarer 0.5a Preview (Released) - Live Patch Notes  (Read 338223 times)

Alex

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #75 on: December 28, 2011, 08:12:53 AM »

Hey Alex how is boarding going to work? You've mentioned it numerous times.. but is it interesting at all? Or is it just basicly i have 1000 guys they have 500... i win?

Boarding sounds like a good blog post topic for sometime soon, eh?  Here's hoping.  I suspect that the boarding/salvaging will just be done in some screen or two after the battle's done where you click on a "board" or "salvage" button for each ship.  I'd just be pretty surprised if Alex threw in any pretty bells and whistles for the first iteration of it.

I was actually thinking to have post-combat looting/salvaging/etc be the subject of an upcoming post. Funny you should mention it :)


Also, most of what I said in the first paragraph is strictly conjecture, drawn from what I've read on this forum, a rudimentary education in programming, and a few assumptions, and I have no more insight into Alex's development plans, process, or planned features than anyone else here.

You're pretty much right on.
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Apophis

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #76 on: December 29, 2011, 04:01:02 AM »

  • Renamed "flux damage" to "EMP", no longer raises target ship's flux, but ignores armor and disables weapons and engines.

Will be reintroduced weapons that increase enemy flux? They are interesting because you can overload even with the shield down
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Alex

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #77 on: December 29, 2011, 08:39:13 AM »

Will be reintroduced weapons that increase enemy flux? They are interesting because you can overload even with the shield down

I can't say no for sure, but it's unlikely. Being able to overload a ship like that seems too powerful. It'd be entirely too easy to make an enemy ship face an "overload if you keep the shields up, overload if you lower them" situation without any way for them to counter.
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Dohon

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #78 on: December 29, 2011, 09:10:08 AM »

Aren't there already weapons that add flux to the target? I'm thinking of the Hypervelocity Driver for instance. It doesn't seem to overpowered, as long as they aren't being used by every ship flying out there. ;)

Adding a gun or torpedo that overloads a ship with just one impact would be quite overpowered though.
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Into the fires of battle, unto the anvil of war! - Battlecry of the Salamanders, Space Marine Chapter, Warhammer 40.000. [...] for in the grim dark future there is only war.

Alex

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #79 on: December 29, 2011, 09:32:15 AM »

Yeah, but in the dev build, these weapons have been changed to do "emp" damage, only knocking out weapons and engines - but not doing any actual damage or raising the target's flux levels. That's still very powerful, but not quite on the level of actually overloading something. Besides, having weapons that do either seems like a bit of overkill.
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Dohon

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #80 on: December 29, 2011, 09:48:56 AM »

Oh, I like that change. That way, shield usage and flux venting remain important while adding another tactical layer. If you can disable a Dominator's frontal guns for a while, that just might keep your frontal attack going for a while. ;)
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Into the fires of battle, unto the anvil of war! - Battlecry of the Salamanders, Space Marine Chapter, Warhammer 40.000. [...] for in the grim dark future there is only war.

Avan

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #81 on: December 29, 2011, 06:14:49 PM »

interesting... Are we able to change how well a ship shrugs off EMP effects code-side? (and maybe hull-mod/in-game side?)

Alex

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #82 on: December 29, 2011, 09:44:55 PM »

interesting... Are we able to change how well a ship shrugs off EMP effects code-side? (and maybe hull-mod/in-game side?)

Yes, in fact there's a hull mod that does this - and that, along with a lot of other ship stats, is exposed through the modding API. So far, all hull mods are implemented in a moddable way :)
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ollobrains

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #83 on: December 30, 2011, 04:17:55 AM »

How about EMP resistant plating ( perhaps as a rare findable technology or module or some mid game ) and it would have some drawbacks and only prevent so much damage of course u could add all sorts of factors on that to
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Avan

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #84 on: December 31, 2011, 11:52:25 PM »

interesting... Are we able to change how well a ship shrugs off EMP effects code-side? (and maybe hull-mod/in-game side?)

Yes, in fact there's a hull mod that does this - and that, along with a lot of other ship stats, is exposed through the modding API. So far, all hull mods are implemented in a moddable way :)
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ollobrains

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #85 on: January 02, 2012, 09:51:41 PM »

A hull mod for EMP affecting resistance driving factors is alwayhs a possiblility
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Apophis

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #86 on: January 09, 2012, 04:28:06 AM »

Warp speed to travel in star systems and between stars is tied to battle speed or ships can be fast in battle and slow in travel and vice versa?
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Alex

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #87 on: January 09, 2012, 10:12:32 AM »

For now, they're tied, but it's not exactly the same as the combat speed. For example, a battleship has a slower travel speed than a frigate, but it's not *that* slow.
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ollobrains

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #88 on: January 09, 2012, 08:44:08 PM »

do the frigates and smaller ships adjust for the slowest ship in the fleet ?
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Alex

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Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #89 on: January 10, 2012, 02:27:59 PM »

Yeah - the slowest ship in the fleet plays a large role in determining the overall speed.
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