Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 21 22 [23] 24 25 ... 39

Author Topic: Starfarer 0.5a Preview (Released) - Live Patch Notes  (Read 338224 times)

weed33

  • Lieutenant
  • **
  • Posts: 59
    • View Profile
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #330 on: February 12, 2012, 01:04:40 PM »

Darn, looks like i'm gonna have to tell my girlfriend valentines day's cancelled... on second thoughts i'll just have to wait to play it :(

Apophis

  • Captain
  • ****
  • Posts: 466
    • View Profile
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #331 on: February 13, 2012, 02:35:51 AM »

Quote from: Alex
Added individual fighter damage tracking to the campaign. Carriers and other ships with hangars speed up repairs.
Carriers don't repair instantly fighters?
Logged

SgtAlex86

  • Captain
  • ****
  • Posts: 272
    • View Profile
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #332 on: February 13, 2012, 05:43:19 AM »

Quote from: Alex
Added individual fighter damage tracking to the campaign. Carriers and other ships with hangars speed up repairs.
Carriers don't repair instantly fighters?
would hope they can carry more wings then  ???
Logged

Fantastic Chimni

  • Commander
  • ***
  • Posts: 112
  • Chimni
    • View Profile
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #333 on: February 13, 2012, 07:39:11 AM »

You are going to make me choose between my girlfriend and this game aren't you. Well, I suppose I can always buy her the game as a valentines day gift..... Win-Win?
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 25821
    • View Profile
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #334 on: February 13, 2012, 08:58:27 AM »

Quote from: Alex
Added individual fighter damage tracking to the campaign. Carriers and other ships with hangars speed up repairs.
Carriers don't repair instantly fighters?

It's pretty fast. The way I see it, carriers stockpile parts/dormant fighter hulls/etc, and that's why they're able to provide immediate replacements in combat. You can look at after-combat repairs as simulating replenishing those stockpiles. (Yeah, there's still a hole here where if the wing is repaired by a carrier in combat right before battle ends, you don't need to do repair it after - will look at that if it ends up being a problem).
Logged

Zarcon

  • Captain
  • ****
  • Posts: 329
    • View Profile
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #335 on: February 13, 2012, 09:29:01 AM »

Quote from: Alex
Added individual fighter damage tracking to the campaign. Carriers and other ships with hangars speed up repairs.
Carriers don't repair instantly fighters?

It's pretty fast. The way I see it, carriers stockpile parts/dormant fighter hulls/etc, and that's why they're able to provide immediate replacements in combat. You can look at after-combat repairs as simulating replenishing those stockpiles. (Yeah, there's still a hole here where if the wing is repaired by a carrier in combat right before battle ends, you don't need to do repair it after - will look at that if it ends up being a problem).

I have a question sorta along those lines, if a ship in your fleet has an auto-repair module installed, if it gets damaged and then you send it to the rear of your fleet to repair for the rest of the battle, you have just saved yourself the repair costs you would have otherwise incurred right? 

Not a huge deal, but a cash strapped captain might be tempted to resort to these sorts of tactics if money became tight at some point.   ;D  One possible fix, would be to have in battle repairs cost a smaller amount of credits than normal, but still cost the player something to make these sort of tricks less worthwhile. 

Or players could just not be cheap and tricky, and self monitor such behavior.   :P  lol
Logged
There is no instance of a nation benefitting from prolonged warfare.
Thus it is that in war the victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory.

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 25821
    • View Profile
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #336 on: February 13, 2012, 09:44:29 AM »

Well, there isn't any such module just now - but yeah, the solution would be to keep track of in-combat repairs and then incur a supply cost based on that. Definitely don't want the player to artificially prolong battles just to get some free repairs in.
Logged

Zarcon

  • Captain
  • ****
  • Posts: 329
    • View Profile
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #337 on: February 13, 2012, 09:59:23 AM »

Well, there isn't any such module just now - but yeah, the solution would be to keep track of in-combat repairs and then incur a supply cost based on that. Definitely don't want the player to artificially prolong battles just to get some free repairs in.

Great news, but I'm a tiny bit confused about the repair module.

What about this from the main post on 0.5?

  • Ship repairs
    • Ships are repaired gradually
    • Rate is based on amount of crew (both present on the ship, and surplus crew in the fleet)
    • "Automated Repair Unit" hullmod now also affects out-of-combat repairs
    • Repairs cost supplies
    • Repairs can be suspended/resumed to manage supply use

I assume that if it now also affects out-of-combat repairs, it originally repaired in-combat?

No biggy, just trying to better understand.

Edit - Oh wait, I said module, I should have said hullmod.  My bad, that may be the source of the confusion.   ;D
Logged
There is no instance of a nation benefitting from prolonged warfare.
Thus it is that in war the victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory.

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 25821
    • View Profile
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #338 on: February 13, 2012, 10:22:27 AM »

What the ARU does is help bring disabled systems and engines back online faster. It doesn't actually repair damaged hull or armor in combat, but it *does* speed that up outside of combat. I can see how that was confusing, though.
Logged

Zarcon

  • Captain
  • ****
  • Posts: 329
    • View Profile
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #339 on: February 13, 2012, 10:29:20 AM »

What the ARU does is help bring disabled systems and engines back online faster. It doesn't actually repair damaged hull or armor in combat, but it *does* speed that up outside of combat. I can see how that was confusing, though.

Ohhhh, lol.    :D  Thanks for the clarity, sounds good.
Logged
There is no instance of a nation benefitting from prolonged warfare.
Thus it is that in war the victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory.

ollobrains

  • Lieutenant
  • **
  • Posts: 53
    • View Profile
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #340 on: February 13, 2012, 03:46:55 PM »

Now its clarified its a very good idea.  Its something that helps speed up repairs
Logged

Avan

  • Admiral
  • *****
  • Posts: 1399
  • Pioneer of Starfarer Modding
    • View Profile
    • DevDB forums
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #341 on: February 13, 2012, 03:50:33 PM »

I shall be awaiting this release after my next midterm (which turns out like it will likely be the only hard midterm, as the one I had today was actually surprisingly easy)

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2863
    • View Profile
    • Sc2Mafia
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #342 on: February 13, 2012, 03:57:10 PM »

I will not be awaiting this release at all because on Tuesdays and Wednesdays I have The Gauntlet.

What is The Gauntlet, you ask?  It's 19 hours of driving, classes, and college work mixed with short periods of game development in a 31-hour timespan.  Most of the 12 hours that are not accounted for are used for sleeping.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 25821
    • View Profile
Re: Starfarer 0.5a (In Development) - Live Patch Notes
« Reply #343 on: February 13, 2012, 04:08:34 PM »

Updated with latest changes - this wraps up the feature set for the release.
Logged

Psycho Society

  • Commander
  • ***
  • Posts: 121
    • View Profile
Re: Starfarer 0.5a Preview (In Development) - Live Patch Notes
« Reply #344 on: February 13, 2012, 04:16:08 PM »

Exciting! I'm interested in the missile behavior. Will they try and intercept targets more aggressively? Previously they seemed a bit lethargic.

Crew mechanics look neat.
Logged
Pages: 1 ... 21 22 [23] 24 25 ... 39