Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 3 4 [5] 6 7 ... 52

Author Topic: Starfarer 0.54a (Released) Patch Notes  (Read 365023 times)

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 7173
  • Harpoon Affectionado
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #60 on: September 14, 2012, 11:25:35 AM »

Why don't you say what the skills do :(

Why, to fuel rampant speculation, of course.

Well then in this spirit:

Quote
Evasive Action (perks: Evasion, Deflection)

The evasion perk will cause a certain % of projectiles to pass through the user - if the user is surrounded the ships on either side will be shooting each other!

The deflection perk will cause a certain % of projectiles to bounce off the hull at semi-random angles determined by the bounding polygon.

Hows that for rampant? :P
Logged

Reshy

  • Admiral
  • *****
  • Posts: 1100
  • White
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #61 on: September 14, 2012, 11:45:29 AM »

I just hope they won't be too powerful, a Lasher shouldn't be able to beat a hyperion afterall.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23986
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #62 on: September 14, 2012, 11:47:34 AM »

Hows that for rampant? :P

I give it a 9/10. For rampantness, not accuracy. (Fun fact: rampantness isn't actually a word, and the spellchecker suggests "temperateness" instead. Silly spellchecker.)
Logged

icepick37

  • Admiral
  • *****
  • Posts: 1788
  • Go.
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #63 on: September 14, 2012, 11:50:07 AM »

I just hope they won't be too powerful, a Lasher shouldn't be able to beat a hyperion afterall.
I accept that challenge, haha.
Logged
“I [may] not agree with a word that you say, but I will defend to the death your right to say it”
- Voltaire

FalseDead

  • Ensign
  • *
  • Posts: 49
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #64 on: September 14, 2012, 11:31:43 PM »

Why don't you say what the skills do :(

Why, to fuel rampant speculation, of course.

Well then in this spirit:

Quote
Evasive Action (perks: Evasion, Deflection)

The evasion perk will cause a certain % of projectiles to pass through the user - if the user is surrounded the ships on either side will be shooting each other!

The deflection perk will cause a certain % of projectiles to bounce off the hull at semi-random angles determined by the bounding polygon.

Hows that for rampant? :P
Skill: Trap Evasion

It's a Trap!

+1 Points in stating the obvious

-100 points in avoiding traps

+100 point's becoming a meme....

 :o ;D

Logged

DJ Die

  • Commander
  • ***
  • Posts: 212
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #65 on: September 15, 2012, 02:35:51 PM »

I just hope they won't be too powerful, a Lasher shouldn't be able to beat a hyperion afterall.
well under the right conditons why not? i mean even the most powerful ship or fighter is rather useless if the guy on the captains chair is completely dumb....add to that a crew that has no idea what its doing and voila....recipe for disaster ::)

just an example from history: the battle of leyte gulf....bunch of DDs and DEs with few escort carriers drove of heavy strike fleet simply because the japs had made too many mistakes and didnt have will to press on the attack....
http://www.youtube.com/watch?v=FWxcLabPfik

having a good hardware is great but having the same hardware or even bit worse hardware BUT much better training will produce much better results
Logged

Faiter119

  • Admiral
  • *****
  • Posts: 1402
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #66 on: September 15, 2012, 02:53:51 PM »

I just hope they won't be too powerful, a Lasher shouldn't be able to beat a hyperion afterall.
well under the right conditons why not? i mean even the most powerful ship or fighter is rather useless if the guy on the captains chair is completely dumb....add to that a crew that has no idea what its doing and voila....recipe for disaster ::)

just an example from history: the battle of leyte gulf....bunch of DDs and DEs with few escort carriers drove of heavy strike fleet simply because the japs had made too many mistakes and didnt have will to press on the attack....
http://www.youtube.com/watch?v=FWxcLabPfik

having a good hardware is great but having the same hardware or even bit worse hardware BUT much better training will produce much better results

Give a rad gaming rig to your grandma and she'l use it to read the online paper :)

OT: Skills finally! Yay!
Logged

Tarran

  • Captain
  • ****
  • Posts: 308
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #67 on: September 15, 2012, 08:19:02 PM »

Why, to fuel rampant speculation, of course.

Okay then, so, a couple guesses from me:

Spoiler
Quote
Optimized Assembly
Less OP for weapons.

Quote
Compartmentalization
Less hull damage.

Quote
Rapid Response Teams
Faster system repairs.

Quote
Precision Fire
Less spread for weapons/less recoil, or more damage dealt by weapons.

Quote
Active Frequency Detection
Tell enemy moves/orders/targets.

Quote
Deflection
Less armor damage from ballistics/everything.

Quote
Weapon Proprioception
Faster turrets, or less spread for weapons/less recoil.

Quote
Effective Maintenance
Less supplies needed per day.
[close]
Logged

hadesian

  • Admiral
  • *****
  • Posts: 2058
  • It's been one of those days...
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #68 on: September 16, 2012, 02:16:22 AM »

Compartmentalization: Provides a limiter to how much damage can be caused to one part of the hull.
Logged
Changes as of May 24, 2013
  • Reinvented Starsector.
  • That is all.

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23986
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #69 on: September 16, 2012, 08:46:58 AM »

@Tarran: 1/10. Not rampant at all, and surprisingly accurate.

Btw: Damage Control's perks are now "Triage" and "Emergency Repairs".
Logged

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #70 on: September 16, 2012, 09:05:34 AM »

I'm very excited about the introduction of skills. Can't wait.  :)
Logged

harrumph

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #71 on: September 16, 2012, 09:43:30 AM »

@Tarran: 1/10. Not rampant at all, and surprisingly accurate.

Btw: Damage Control's perks are now "Triage" and "Emergency Repairs".

Cool. I'm gonna guess that "Triage" makes veteran and elite crew more likely to survive hull damage?

Also, for the sake of rampancy, I speculate that "Weapon Proprioception" will involve turrets leading fast targets better sprouting giant octopus-like tentacles that reach out and snatch fighters as they fly by, then crush them against the ship's hull.
Logged

naufrago

  • Admiral
  • *****
  • Posts: 511
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #72 on: September 16, 2012, 09:49:21 AM »

Don't suppose there's a skill that increases your weapons' range? Perhaps one that improves your flux dissipation or the reduces the flux cost of energy weapons? Maybe one that improves the efficiency of shields?

I'm going to be so OP if there are. =3
Logged

BillyRueben

  • Admiral
  • *****
  • Posts: 1406
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #73 on: September 16, 2012, 09:54:45 AM »

Right now, you can go in to a fight knowing pretty much everything they are going to throw out you, since it tells you what hull types and variants they have before you go in to battle. In the future, when the enemy admirals get to use skills as well, they could have some pretty nasty surprises in store.
Logged

CrashToDesktop

  • Admiral
  • *****
  • Posts: 3876
  • Quartermaster
    • View Profile
Re: Starfarer 0.54a (In Development) Patch Notes
« Reply #74 on: September 16, 2012, 04:23:54 PM »

Wait, can enemy admirals even get skills?
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.
Pages: 1 ... 3 4 [5] 6 7 ... 52