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Author Topic: Starfarer 0.5a Preview (Released) - Live Patch Notes  (Read 302389 times)

Alex

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #450 on: February 14, 2012, 08:23:13 PM »

I've actually had the same issue. I lost because while trying to get an NPC to engage me for 10+ minutes, I didn't notice that my other guys were getting whittled down. Which is my fault, but I could never even get to his hull. The times I could catch up for a second, I could only do minimal amounts of shield damage, then he'd get too far away. He never even hit me sitting still, that's how overly cautious they are sometimes.

Hmm. If it's not a 1-1, it's different - they'll try to maneuver into a good position, and if they're faster, you pretty much have to make them think they have it before they'll engage. If you think about it, that frigate did the right thing tactically - kept a stronger enemy (you) occupied while the rest of his fleet dealt with a weaker portion of yours.

One on one, though, they shouldn't be *that* cautious. Not to the point where some fancy maneuvering won't get them to screw up. Or failing that, a few missiles - the Salamander missiles are particularly good to take the zip out of the Hound-class frigates.
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icepick37

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #451 on: February 14, 2012, 08:27:25 PM »

It's the brawler vs lasher problem I think. I like the brawler, but it's just a hair too slow to take the wind out of a lasher. I didn't realize they were outclassed so much.  :/
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Dark.Revenant

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #452 on: February 14, 2012, 09:26:58 PM »

I only had about a half hour to play thus far (got it in the morning before going off to a very long day at uni), and I have a few suggestions.

1. Obvious tutorials/interface usability improvements that everyone else will suggest for me
2. The starting ships are not balanced, so I suggest that different credits/supplies/crew should be given with those hulls to balance out the fact that some are better than others
3. Graphical representation of where your fleet is headed (faint line from current location to movement target, perhaps with a reticle and other stuff)
4. Easier to click on other fleets/entities, perhaps with a clicking collision radius significantly larger than the actual graphic (so you can click theu are m without pausing)
5. Changing the tabmap to show exactly where you are and where you're headed, and can be clicked and hovered over for more information, like what the station is owned by, what type of planet each one it, etc.  Being able to click on the tabmap to plot a course would be nice, too.

More to come
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Mr.FancyPants

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #453 on: February 14, 2012, 11:26:43 PM »

Hi, i just wanted to say how awesome this game is especially now with the campaign, i mean it was amazing before but now it is just incredible, wonderful job and keep making this awesome game. ;D
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Weresmilodon

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #454 on: February 14, 2012, 11:44:20 PM »

One thing i can't help but notice after every battle, is that the notification text, where you're told how much you earned, is the same color as the causality report, and the letters blend together. Makes it hard to see what is said.

You should probably consider either moving that text-field, or perhaps incorporating it into the post-battle screen. There's no real point in having post-battle messages separate at that point, i don't think.
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arcibalde

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #455 on: February 14, 2012, 11:49:49 PM »

This game is PURE AWESOMNES!!!!!! None of AAA company would be able to make this kind of game. PLZ do not sell it to some big nasty company that will destroy it. Pretty please  ::)
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Cryten

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #456 on: February 15, 2012, 01:03:41 AM »

Now that my fleet is building up Im encountering a pattern, dont know if its good or bad. I will have a  cap of the nearest point, an assualt on the middle point, my fast forward forces will arrive and only encounter 1-2 wings of bad pirate interceptors. Here my fleet will amas and the enemy will come at me in waves of 2 for frigates and cruisers. Here I will pick of each wave with the bulk of my forces (current sitting at around 59 points) and then chase down whatever capital ship is hiding at the point closest to thier spawn line.

This has happened very reguraly against carrier fleets, I still havnt taken on one of the massive Defence Fleets. I might after I refit the Surrendered Cruiser that I just aquired.

Refitting is a bit of a hassal at the moment, I think that weapons needs its own tab which is then sorter into serperate lines for Ballistic, Missile and Energy.

PS. Do you guys know of a decent medium laser I can use for sustained fire? I dont want to use the mining laser as it sounds ineffecient but the other energy types seem like the projectile types.
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MechaLenin

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #457 on: February 15, 2012, 01:13:56 AM »


PS. Do you guys know of a decent medium laser I can use for sustained fire? I dont want to use the mining laser as it sounds ineffecient but the other energy types seem like the projectile types.
Heavy blaster is good, but pulse laser adds pew pew factor :).
« Last Edit: February 15, 2012, 01:19:18 AM by MechaLenin »
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Ivaylo

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #458 on: February 15, 2012, 01:34:56 AM »


PS. Do you guys know of a decent medium laser I can use for sustained fire? I dont want to use the mining laser as it sounds ineffecient but the other energy types seem like the projectile types.

The tactical laser is the go-to workhorse I have always liked. You can significantly boost its power with turret gyros and advanced optics.
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Steven Shi

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #459 on: February 15, 2012, 03:26:08 AM »

A few questions for the new build and apologies if the answer is already listed somewhere obvious. =P

Is there a way to travel to another system or are we limited to the starting star system in 0.5a? That FTL fuel keep hinting there's more to what I've seen so far.

Are there any penalties for going over the 'limit' in the inventory and manpower system? I seem to have more than I can carry (for example: 200/50) but the game plays just fine...

Is there a list of features contained in the 0.5a?

Thanks.

 
 
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Flare

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #460 on: February 15, 2012, 03:42:27 AM »

Is there a way to travel to another system or are we limited to the starting star system in 0.5a? That FTL fuel keep hinting there's more to what I've seen so far.

Afraid not at the moment. It's probably best just to sell all the fuel you ever get as you don't really need it to fly around the system.

Quote
Are there any penalties for going over the 'limit' in the inventory and manpower system? I seem to have more than I can carry (for example: 200/50) but the game plays just fine...

The hangar limit doesn't seem to effect anything yet.

Quote
Is there a list of features contained in the 0.5a? 

Do you mean the one on the front page?
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theShadow

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #461 on: February 15, 2012, 06:45:38 AM »

look on the first page of this topic for features ;)

Also, I agree that the starting ships aren't balanced very well, especially against each other. like, say, the shuttle class vs the lasher class. the shuttle has 2 turret mounts, and starts with 2 medium range lasers that are really inaccurate, as they have to toggle between them, and have different firing arcs. the lasher has 7, with lots of flexibility in terms of what weapon is where.

the random ships is ok, but i think it kind of takes away some of the player choice that should be present. each starting ship requires a different combat style, and forces you to use that style. I found myself deleting a character and recreating it multiple times just to get a different ship.

it would be better if it would just let you pick what your starting ship is going to be during character creation, like a class based system. I would then also have it remember your choice when you die, and have that be the ship you start in, albeit stripped of personel and weapons.



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Goncyn

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #462 on: February 15, 2012, 06:56:17 AM »

I think the biggest impediment to fun in the current build is it's too hard to get a fight when you want one. Finding a fight is currently the only objective, so...  ;D

It's hard to find an enemy fleet. The field of view on the interactive system map is very small relative to the usual distance between objects of interest, and the TAB-map is non-interactive. This makes getting to any destination frustrating, especially considering the fact that planets orbit the star realistically (which is neat, by the way). It's even worse when you're trying to track down and engage an enemy fleet because they move quickly. You have to hit TAB, note the fleet's position relative to yours, hit TAB again, take a stab at moving your fleet in the correct direction, then wait to see if anything appears on the screen. When it doesn't, hit TAB again, note the target's new position, repeat.

A simple fix would be to make the TAB-map interactive, with at least tool tips and left-click to set course. I think a better fix would be to do away with the TAB-map entirely and allow smoothly zooming out until you can see the whole system. That would simplify the UI interactions required to get anywhere tremendously. If you are concerned about limiting information on fleet composition (currently you can only see a rough fleet size icon on the TAB-map), you could transition to displaying the simple fleet icons when zoomed out far enough on the unified map. Maybe you could introduce a sensor range and stealth mechanic in the future? It would be interesting if enemy fleet AI with weak sensors had limited information about your strength until you were right on top of them...

It's hard to catch an enemy fleet. They move quickly, and it's worse earlier in the game when the fleets you can handle are the smaller, faster ones. Preying on weaker military fleets to enrich yourself is basically impossible. (Are there pirate transport fleets at all?) At minimum, the intercept command needs to plot an actual intercept course instead of engaging in a tail-chase. I don't have any other immediate ideas for improving this except to perhaps increase the number of weak enemy fleets to provide additional targets.


Finally, an unrelated gripe, which I have already seen mentioned a few times: the station/trading UI needs to integrate the refitting screen so you can easily see your options for changing ship equipment. You could even make it so when you click on a ship hardpoint in this hypothetical in-station refit screen, the list of options would include everything the station sells that fits, too, with the price. You could make all your changes, then hit confirm to buy all the parts, similar to how trading works now. I also think the ship subsystem feature would be cooler if you had to buy or loot those parts instead of simply choosing them from a list.
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theShadow

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #463 on: February 15, 2012, 07:21:18 AM »

something that could maybe improve the chase aspect is if ships spent less time aimlessly floating around in deep space, and actually stuck to specified paths, like trade routes between planets, and also tried to  stay in close orbit around planets when possible. this would make it easier to find prey, and also easier to predict where they are going to go. (example, there could be a shipping lane between 2 planets, and pirates set up ambushes along the trade lane, so then you can ambush them while they lie in wait. (or you can just ambush the merchants :p))

anyway, I think the addition of a persistent economy and related game mechanics will alleviate some of the frustration with trying to hunt down pirates, since it will make combat no longer the only method of acquiring wealth.
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Steven Shi

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Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #464 on: February 15, 2012, 07:29:37 AM »

Is there a way to travel to another system or are we limited to the starting star system in 0.5a? That FTL fuel keep hinting there's more to what I've seen so far.

Afraid not at the moment. It's probably best just to sell all the fuel you ever get as you don't really need it to fly around the system.

Quote
Are there any penalties for going over the 'limit' in the inventory and manpower system? I seem to have more than I can carry (for example: 200/50) but the game plays just fine...

The hangar limit doesn't seem to effect anything yet.

Quote
Is there a list of features contained in the 0.5a? 

Do you mean the one on the front page?


Front page patch notes seemed to indicate campaign mode with individual star systems; combine with the FTL fuel that I can't use I thought I was missing something.   =P

Thanks for the clarification.
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