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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: 0.5 feedback  (Read 61831 times)

Avan

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Re: 0.5 feedback
« Reply #30 on: February 14, 2012, 04:52:04 PM »

Thats... sort of what retreating is meant to avoid. Though when the player has only on fleet, it might be ok to give them a retreat handicap (lower chance of having their ships captured)

I haven't lost any battles yet (though I have lost a couple frigates in save-game paths that I did not pursue because the cost of replacing all the crewmen who died was too large that is significantly hampered my income rate towards buying an apogee that I decided to revert to an earlier save both times; note that I'm basically flying around with a medusa (great destroyer!) and 1-3 frigate escorts at any given time, so the frigates count for a large chunk of my crew count)

Bigeara

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Re: 0.5 feedback
« Reply #31 on: February 14, 2012, 04:57:47 PM »

After playing for a few hours the main things I would like to see have already been mentioned and are being able to set your destination from the map and giving the Tri-Tachyon a base as well. That way you can start a proper war against one side or the other. I know you can attack either side but the one station makes that quite hard unless you wait until you’re very strong also I like the idea of being a small force that raids one teams supply train to help out there chosen faction. Assuming it doesn’t already it could affect the spawn rate of fleets from the planet that was meant to get the supplies.

I also read that there is no penalty for having too much cargo etc. at the moment I like that you are able to take extra cargo so I hope you keep that in so us greedy hoarders can steal all the loot after a mission. However I understand that you don’t want to give out infinite inventory space so making it so that you can take up to double cargo but every percent over slows your fleet down by a certain amount and perhaps empty cargo bays could give you a slight speed increase as well (I assume you’re planning something like this probs sans the speed boost for an empty cargo bay). For situations where you have more fighters than hangers possibly making it so that the fighters over the limit count as being in storage and can’t be deployed immediately in battles and maybe take up some cargo space as well or something along those lines (I would still be happy with a straight up movement penalty here again but I’m sure there’s more imaginative options). Still being allowed to have more fighters than hangers I hope will stay in one form or another as it would be annoying to get the chance to capture enemy fighters only to see that you can’t because you don’t have enough space.

Also for any one that hasn’t figured it out as well as being able to shift click to select part of a stack you can control click to sell without having to drag it down that certainly helped me when I figured it out XD.

I apologize for the long post and quite possibly the bad grammar.
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Flunky

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Re: 0.5 feedback
« Reply #32 on: February 14, 2012, 08:04:16 PM »

Hi, picked this up a few days ago and am quite satisfied with my purchase. Was just getting the hang of 0.35 when 0.5 rolls around the corner!

I'm quite enjoying 0.5 and have some feedback. Much of this I've seen already-- more bases (I think a pirate base as well as a tri-tachyon base would be nice, personally), click on map to travel to a location, seeing stats for equipped weapons, etc. In addition to what's been said, I have some more feedback.

First, I think the brawler needs some help. I tried a number of new games, and found that I could get going with every ship but the brawler. It's just too slow for a starter ship-- anything you manage to badly damage without a critical blow will just run away from you. Also, maybe it's just me but it's more of an anti-cruiser frigate that gets destroyed by fighters and frigates. Considering that you start out fighting those, it's a bit of a problem. All that said, I think just a small boost to the top speed (travel and combat) would go a long way to making the ship a more viable starter.

Of the starter ships, I found the brawler was impossible (for me, at least). The support frigate (can't recall the name, it's got a single medium energy and single medium missile) was merely passable. Got lucky in forcing the surrender of a pirate destroyer early on. Lasher and the rest are comparatively easy-- fast and good power. All of them start out rather grindy, though.

On the whole low-tech v. high-tech, the advantage of high tech comes out all the more strong when the campaign map is added. A high tech fleet seems to be faster, more quickly repaired (if only due to less hull), and less supply reliant. This is in addition to them being able to slaughter their low-tech counterparts with their (seemingly, at least) generally longer range weapons, better shields and higher maneuverability.

Second, unless I'm mistaken the ship stock at the station are not currently replenished. It's nice to have the crew/supplies/weapons replenished, but kind of rough having just 1 of each of ships available for sale. Knowing the power of flight decks, my first purchase was a condor. Sadly, that condor got destroyed not too long after (an avoidable death, I admit). Managed to scrounge up the funds for the venture, but now that's it-- apart from a lucky salvage of an enemy carrier, there are no more carriers to buy. Making the resupply convoy replenish ship stocks (or some other convoy) would be quite handy. On the other hand, I suppose having the extremely limited stock reinforces the whole crapsack universe this takes place in. Lose the 1 wasp wing available for sale? Too bad.

Finally, and I suspect this will be handled with by the skill/officer system, but some way to increase our in-system speed would be great. Not only is it annoying to have all the nice prey zip away from you, but also a fleet of any decent size can get pretty darn slow, even if you strap augmented engines to anything and everything. My best fleet has 1 cruiser, 1 destroyer, 3 frigates and 3 fighter wings and gets a top speed of 144. Of those ships, only the cruiser is slow (a venture). I imagine a low-tech fleet would make system travel require a good book on hand.

Now that all that's out of my system, I can finish up by saying that this is looking superb! I'm happy to have invested my 10 bucks in it and look forward to its future while appreciating its present. Thanks for all your work!

Edit: Adding one more ship to my fleet brought it down to 120 top speed. Added two more destroyers, and it's still 120. Is there a minimum fleet speed? Also, I really wish there was a fast carrier out there. I don't care if it's armored with cardboard and has no weapons, I just really want a carrier that doesn't slow down the rest of my fleet!
« Last Edit: February 14, 2012, 09:02:56 PM by Flunky »
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hairrorist

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Re: 0.5 feedback
« Reply #33 on: February 14, 2012, 08:19:56 PM »

People who are having trouble with frigates:
You are SUPPOSED to have trouble with them.  If you bring all slow heavy hitters you will get reamed by a much smaller mobile fleet.  See what happened to the Spanish Armada.  You need to have a mixture of ships and ship speeds.

People who can't catch faster fleets on the galaxy map:
Umm.  What?  This is working as intended.... they're faster than you.  Ditch whatever is slowing you down or put an engine component in?  Herp derp?

Alex, one thing that might be worthwhile to think about is engine retrofitting.  Take out half your cargo space, or a hardpoint, or something like that, to dedicate that space to engine power.  Might make things a bit more diverse.
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RabbityThing

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Re: 0.5 feedback
« Reply #34 on: February 14, 2012, 09:55:02 PM »

I can definitely see the MechWarrior inspiration in this version. And like everyone else, I can't wait for more content! :)

Currently: I was able to nab a Medusa from some independent mercenaries which I equipped with dual antimatter blasters. Its fantastic to go around shooting them like a madman!

Also, are you able to give some hints on what you might want to do with the planets?
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megadylan

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Re: 0.5 feedback
« Reply #35 on: February 14, 2012, 09:56:17 PM »

I dont know of anyone else, but this has been my experience so far (still love the game but campaign is frustrating). I start off in a useless frigate and get killed at the spawn area, next spawn the ship that killed me previous plus my captured past frigate kill me again, repeat until iv lost 5 ships and am feeding a pirate a fleet of starter frigates until finally they move away enough on spawn that i can escape.

Also quick question, are supplies actually used for anything? they say they are essential but aren't listed anywhere like you need them.
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hairrorist

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Re: 0.5 feedback
« Reply #36 on: February 14, 2012, 09:57:06 PM »

Used for repairs.
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Kilvanya

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Re: 0.5 feedback
« Reply #37 on: February 14, 2012, 10:17:51 PM »

Are tri-tach fleets supposed to be composed of 20+ paragons?
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Kommodore Krieg

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Re: 0.5 feedback
« Reply #38 on: February 14, 2012, 10:21:41 PM »

Loving it so far.
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Paul

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Re: 0.5 feedback
« Reply #39 on: February 14, 2012, 10:32:30 PM »

What controls weapon availability? Never seen a needler for sale yet. When I started I had to make do with machine guns on my lasher.

Running in to 300 range and pelting the enemy to oblivion with mass machinegun fire is fun though. My starter lasher I equipped with light dual machineguns in every slot and tore the pirate fleets to shreds with quick strafing runs, flying away to vent flux when it got too high from absorbing all the shots in the shields. Now I'm flying around with a fleet of Medusa destroyers all with the engines augmented so I can catch other fleets.


Also, I found a glitch on the Aurora class cruiser. It has a Pilum LRM launcher (a medium missile) in a small slot on the front of the ship.
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Thana

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Re: 0.5 feedback
« Reply #40 on: February 14, 2012, 10:46:46 PM »

As far as chasing down fleets - it's a question of making sure your fleet is strong enough to take on the things it *can* catch. There's not much of a point to trying to catch something that's faster than you - it's impossible, unless they're coming in fast in the opposite direction and don't react in time.

This reminds me of another thing - I think it might be a good idea to decrease the effect fleet size has on fleet speed. Not because the overall concept isn't good (not good to have mega-fleets small fleets can't escape from) but because I'm worried it'll make the Tri-Tachyon ships the clearly optimal choice for the player because you can get a much more powerful force capable of catching the enemy with them than you could by stocking up on less individually powerful ships.

Don't get me wrong - I get that their ships are supposed to be awesome, and they are - but my impression is that it's going to be hard to build up a force of non-TT ships that's capable of both catching an enemy and beat it without potentially crippling losses. It's usually good design not to have a number of options of which one is quite that clearly superior. (Or that's what it seems like to me, at any rate - you seriously want a small but powerful fleet to be able to both catch what you want and be able to destroy it.)

Edit: Though now that I think about it, this problem may be less of an issue when the character abilities come in - one could compensate for lesser speed by skills that increase fleet travel speeds, providing the balance works out right. We'll see how it works out, I guess.
« Last Edit: February 14, 2012, 11:03:52 PM by Thana »
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BobHound

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Re: 0.5 feedback
« Reply #41 on: February 14, 2012, 11:24:31 PM »

I only had time to try the preview release briefly yesterday, but I just wanted to say: Well done!

The gameplay feels really great on system map, it all looks terrific, the art direction is maintained intact and generally all the artwork relating to pirates and fleet commanders looks awesome.

Looking forward to see this mode get beefed up!
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Thana

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Re: 0.5 feedback
« Reply #42 on: February 15, 2012, 12:47:31 AM »

Oh, one more thing I didn't remember to mention earlier...

Love how the fleets look like on the astrogation screen! Really nice to see your ships weaving in and out of formation. I didn't expect it, but love it!
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Ivaylo

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Re: 0.5 feedback
« Reply #43 on: February 15, 2012, 01:20:09 AM »

Are tri-tach fleets supposed to be composed of 20+ paragons?

Naaah we wouldn't do that to you. But there are fleets with a paragon.

I can't wait to see the reaction of folks that have tried the tachyon lance, heheeh ;D
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Avan

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Re: 0.5 feedback
« Reply #44 on: February 15, 2012, 01:23:35 AM »

I saw the 5000 range in the xml and was all like  :o
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