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Author Topic: Starfarer 0.54a (Released) Patch Notes  (Read 365058 times)

Talkie Toaster

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #615 on: November 24, 2012, 04:00:00 PM »

How you gain Fleet Points? I'm level 10 and i have only 25FP. Oh no... No no no no i need Leadership stuff? No passive increase by player level?
If you don't put points into Leadership though, you will be a one-man killing machine.
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Gothars

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #616 on: November 24, 2012, 04:12:44 PM »

Absolutely agree, but coming up with a better layout is tricky. I mean, we've gone back and forth a bit with some of the same ideas (align aptitudes and related skills) but... well, didn't come up with anything better. But hadn't given up, either :)

I've made some design suggestions. Please have a look at this thread.

I hear what you're saying. Having to read 19 skills once you've gained your first skill-point in-game isn't that much better, though.

Well, you are right with that. But thinking further ahead, we will end up with about 40 skills to choose from. To present them to a new player all at once would likely scare him away. How about a introduction phase? The player could be presented with ~1-2 new skills/apt every level up to level ~5-10. Until then (or only then) respecing is possible. That would a) limit the information to process and b) give opportunity to experience the game universe and what skills do in it, enabling a more informed skill decision. Skills that allow permanent change of the sector (industry skills?) would have to wait until respecing is disabled. I will think some more about this.

Hmm. Where would you put them? Upper left seems like the first place someone would look, assuming their native language reads top to bottom and left to right. It's also conveniently free of any widgets, and isn't smack dab in the middle of the screen.

I think initially finding the text box is not a problem. The problem is that your attention (and your cursor) is dragged around. You look at your ship in the center, back in the corner, to the center, to the corner... It's true that there are no widgets there, but that's a double edged... butter-knife, because you still have to look at the things the text talks about, and it's not optimal if they are as far away as possible. It's hard to say without testing, but I would guess that the position just above the FPS count could work much better.

This is btw all based on a widescreen resolution.


I did think about adding shortcuts, but that seems to be the kind of thing someone doing a tutorial for the first time might not find all that useful. You probably just wanted to breeze through it to figure it out, though... correct me if I'm wrong, I'm definitely open to input. Just giving my current opinion here.

Yeah, I'm specifically thinking of people who just want to breeze trough. To repeatedly aim your cursor at a small word needs time and concentration. A sentence like "click continue or press Enter (or n or ->) to proceed" would also eschew the awkward "camera movement while moving cursor to text boxt" -issue.
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lindsay lohan

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #617 on: November 24, 2012, 05:43:57 PM »

Being able to add OP to the main fleet ships has made fighters/bombers far less viable. Great game though, digging all the new content!
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Thaago

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #618 on: November 24, 2012, 05:50:12 PM »

Being able to add OP to the main fleet ships has made fighters/bombers far less viable. Great game though, digging all the new content!

I'm with you on this - a few skills that make fighters more fearsome (or less OP/fighter) would be a nice addition.
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neonesis

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #619 on: November 24, 2012, 06:39:18 PM »

Being able to add OP to the main fleet ships has made fighters/bombers far less viable. Great game though, digging all the new content!

I'm with you on this - a few skills that make fighters more fearsome (or less OP/fighter) would be a nice addition.
I second this.
The improved AI for fighters makes them fight considerably better, but after some time (and level ups) you notice that all other ship classes became so much  more valuable since you can mount more weapons on them, or give them more capacitors/vents.

It's also strange not to have any fighter-related skills and perks. However I believe it's all planned already, given the appearance of missile specialisation.
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icepick37

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #620 on: November 24, 2012, 07:07:18 PM »

Any benefit to taking a shuttle? Or is that a masochism only thing?  :)
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Dri

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #621 on: November 24, 2012, 07:34:21 PM »

I also agree that fighters are going to need something significant to keep up with the OP boosted ships - I know they get some of the same bonuses as all the other ships get via skills but thats just not enough to account for all the extra hull mods, vents and more powerful weapon loadouts that are now possible.

On a side note, is there gonna be a sort of fixer'up patch in a week or so?
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Alex

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #622 on: November 24, 2012, 07:41:29 PM »

Re: fighters - more or less agree. A leadership skill or some such seems fairly likely. Unless fighters turn out to be very cheap to manufacture and replace on the campaign level - that'd be another angle to approach it from.

Any benefit to taking a shuttle? Or is that a masochism only thing?  :)

Pretty much just masochism :) It's also about the only choice if you pick "something else" x2.

On a side note, is there gonna be a sort of fixer'up patch in a week or so?

Very likely, though, in keeping with well-established precedent, I can't say exactly when.

There's nothing urgent that needs hotfixing at the moment (knock on wood), so I'm just fixing up bugs as they come in, and doing some planning for the next release in the meantime.
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Dri

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #623 on: November 24, 2012, 08:01:50 PM »

I'd rather fighters/bombers NOT go the cheap toss-away route. Ideally, there'd be options for players to create ship-only or carriers and strike craft-only fleets and have them roughly equivalent.

You've made all these fighter and bomber wings a very large part of Starfarer and I personally feel they should get a respectable amount of love from character advancement - perhaps even going so far as to create a new aptitude dedicated to strike craft and their carriers. :o I do see the issue of the player not being able to pilot fighter wings though... :-\

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ValkyriaL

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #624 on: November 24, 2012, 08:06:17 PM »

Make a frigate with fighter graphics and give it a drone_PD that are 2 identical ships = you control a fighter squadron!  :D
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icepick37

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #625 on: November 24, 2012, 08:17:15 PM »

So my first impression is that it feels hollow. The character progression is cool, but it's not really compelling on it's own. I think that's just b/c we have a piece of the campaign instead of the coherent whole.

The character progression is great, though! It's nice that each click is meaningful. Can't wait to test out all number of crazy character builds. There's so much craziness you can do. SO MANY SHENANIGANS! Must try all the things!  Haha.
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Alex

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #626 on: November 24, 2012, 08:23:29 PM »

So my first impression is that it feels hollow. The character progression is cool, but it's not really compelling on it's own. I think that's just b/c we have a piece of the campaign instead of the coherent whole.

The way I see it, character progression allows you to shape a tool (your character) that interacts with the game world. And since right now that interaction boils down to killing a bunch of enemy ships...

Anyway, very fair point.


I'd rather fighters/bombers NOT go the cheap toss-away route. Ideally, there'd be options for players to create ship-only or carriers and strike craft-only fleets and have them roughly equivalent.

Without having made a decision one way or the other, I just want to say that the "throwaway" route doesn't preclude them from being as powerful.
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icepick37

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #627 on: November 24, 2012, 09:07:56 PM »

The way I see it, character progression allows you to shape a tool (your character) that interacts with the game world. And since right now that interaction boils down to killing a bunch of enemy ships...
Right. And like I said. The mechanic itself is great, it just feels like there's more. Which there is, it's just not in yet. So now I'm not sure why I even brought it up, haha.

EDIT: Oh and unstable injector is the best thing ever.  :D
EDIT2: Also other-other is clearly the best character choice with the two best starting ships ever. ;)
« Last Edit: November 24, 2012, 09:31:52 PM by icepick37 »
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Omez

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #628 on: November 24, 2012, 09:17:31 PM »

I fell like having 50% more OP is pretty OP. I now own an Eagle with full vents, caps, and the speed of a destroyer while still possessing all of its firepower. I don't even have any of the combat skills yet.
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Needle_Fingers

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Re: Starfarer 0.54a (Released) Patch Notes
« Reply #629 on: November 24, 2012, 09:35:31 PM »

Hello there!

Been playing this for a while now and loving the game!

This new update is very exciting, been enjoying the skills and character planning (starting out with a hound is sheer masochism on my part).

However after having played with the new patch for a while i would like to suggest a few things, that may/may not be helpful.

With the preset character creation questions, it would be helpful if it was said what skills/ships are available through the start of the questionaire or if perhapes the questionaire just suggested the skills and that can be changed?

With character levelling up, most of the time i have my own music running in the background and don't hear the drumroll/see the readout at the bottom especially whilst trying to outmanouver several Pirate Armadas, an idea i had is when there are skill points/appititude points available to spend, the character tab at the bottom could have a pulsating glow or something of that sort.

Anyways, thats about it really, aside from a few AI quirks it is getting better everytime!

(Apologies about the spelling, i am quite terrible at that)
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