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

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Author Topic: 0.5 feedback  (Read 65796 times)

Anysy

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Re: 0.5 feedback
« Reply #105 on: February 15, 2012, 09:40:48 PM »

So I tried to put three antimatter blasters and fire them all linked from my Wolf...

Turns out you cant. I was sad.

Can we maybe get a display of 'flux per shot'? the 'flux/s' isnt exactly useful when youre talking about 1.5k flux/shot weapons
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Flare

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Re: 0.5 feedback
« Reply #106 on: February 15, 2012, 09:42:11 PM »

Sounds like you need more flux capacitators to raise the limit.
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The battle station is not completely operational, shall we say.

"Now witness the firepower of this thoroughly buggy and unoperational batt... Oh, hell, you know what? Just ignore the battle station, okay?"

Anysy

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Re: 0.5 feedback
« Reply #107 on: February 15, 2012, 09:45:20 PM »

need 4.5k flux to fire a volley...
Wolf has base 2250.......
Highest I can get is 3300
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megadylan

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Re: 0.5 feedback
« Reply #108 on: February 15, 2012, 10:53:19 PM »

I had a little idea. I have been playing almost non stop since i downloaded and its awesome. I think it would be a good idea to add some crew to the salvaged items list when boarding surrendered ships. For instance i managed to get a paragon and an astral and later on all 3 onslaughts from the hegemony defense fleet via surrendering but its going to take quite a while to make the cash to crew these ships, i noticed it doesn't make much sense that a surrendered ship wouldn't come with at least a little crew, maybe just a quarter of all green crew or something? what do you other players think?
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kwekly

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Re: 0.5 feedback
« Reply #109 on: February 15, 2012, 11:25:23 PM »

Quote
sense that a surrendered ship wouldn't come with at least a little crew, maybe just a quarter of all green crew or something?

perhaps it could be a function of your character's or one of your officer's "skills" -- some sort of persuasion / leadership. But then you'd also have to consider defecting crew staging a mutiny and breaking away in one of your frigates! Sounds like a pain to code meaningfully though...


Quote
I think the piranah bomber might be slightly OP. 5 wings of those pretty much kills anything in a single pass. They are dirt cheap and available everywhere.
5 Bomber wings is 25 fleet points, I think you could field a conquest + tempest for that much.
« Last Edit: February 15, 2012, 11:27:18 PM by kwekly »
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Spartan114

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Re: 0.5 feedback
« Reply #110 on: February 16, 2012, 12:32:52 AM »

I had about an hour or two of rage this morning, as a fleet composing of a Paragon, an Oddessy, a Medusa and a bunch of Xyphos Fighters was chasing me around the system.

They were just faster than me, and all I had was a broken Oddessy (left side Armour gone) and a even more broken Aurora.

I had a bunch of unmanned ships, as the broadside on my Oddessy (by said Paragon) killed half my crew and I had to scramble to get some Greenhorns to man the ship properly.

I. HATE. The. Tachyon. Lance.

*Me defending from multiple Medusas*

Damn, gotta turn my Shield....

*Paragon, out of the darkness*

PEW *** PEW

*I explode*

Repeat about 70-100 times.
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Simberto

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Re: 0.5 feedback
« Reply #111 on: February 16, 2012, 02:49:34 AM »

I had a little idea. I have been playing almost non stop since i downloaded and its awesome. I think it would be a good idea to add some crew to the salvaged items list when boarding surrendered ships. For instance i managed to get a paragon and an astral and later on all 3 onslaughts from the hegemony defense fleet via surrendering but its going to take quite a while to make the cash to crew these ships, i noticed it doesn't make much sense that a surrendered ship wouldn't come with at least a little crew, maybe just a quarter of all green crew or something? what do you other players think?

I don't like it. Why should the crew of a ship you just battled fight for you? And if they chose to do so, why should you trust them? Even if they surrender, they are still your enemies. If you are nice, you drop them off at the next space station or planet. If you are not nice, you drop them out of the airlock. I am pretty sure that i would not trust someone whom i just fought, who might have lost friends in that fight, and who generally is a soldier of a fraction that would shoot you on sight with something dangerous. And on board of a spaceship, basically everything is dangerous.

Sure, it is a bit annoying to always buy new crews for lots of money, but i really don't see how your enemies suddenly working for you would make any sense at all.
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underPatch

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Re: 0.5 feedback
« Reply #112 on: February 16, 2012, 03:58:02 AM »

My first impression after 3 hours of play. Firstly I do love this game to bits. I love where it is heading. So please do not take anything I have to say as negative, but more as a attempt at genuine constructive criticism.

Firstly let me start with a few things I really like.

Combat is fun. There is alot more strategy there than what one can easily see. The idea of mods and the way one can change around ones ships attributes brings tons of depth. All in all I love what I see and am keen for the future Updates.

A few negatives.

No doubt the interface will still be getting alot of love. Things like not being able to zoom into a ship far enough while refitting. Makes it a little hard to see what is a gun and what is a pointy ship doodad. Seeing how much fuel one has left while flying around with in the system. Or give some kind of obvious indication that repairs have stopped due to to few supplies. All minor things that I am sure is on some ones "to do" list.

Looking into long term play. I hope the game is not going to biol down into nothing more than you being just one big ball of death moving around. I say this because after 3 hours of play I have enough ships in my fleet to take on most pirate fleets. I realy do love the combat. There is no doubt that it is the star of the show. But I am finding that without out some clear indication of the next big thing I need to be working towards that my fun levels have been dropping. Now I know that I could be speaking out of my ass here with knowing very little about what more is in the current version. Or what is to be coming down the line for that matter. All I am saying realy is that I do hope that what I am playing currently is mearly a "prologue" in something that will develop into a much grander scale.

Meaning. Building and customising space stations. Epic battles that would include fighting other space stations with static weapon platforms. Setting up mining and then using those resources in building ship construction yards. Research trees. Per Ship talent trees that would add small passive bonuses per ship. So the longer you keep a ship alive the more reward you get from it.

But I am sure you guys know better than me. In short I do love the game and I am realy looking forward to what is still coming :)

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Flare

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Re: 0.5 feedback
« Reply #113 on: February 16, 2012, 04:14:42 AM »

need 4.5k flux to fire a volley...
Wolf has base 2250.......
Highest I can get is 3300

I know you can't put any more capacitators onto the ship, it still doesn't change the validity that you need more cpacitators :D.
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Quote from: Thana
Quote from: Alex

The battle station is not completely operational, shall we say.

"Now witness the firepower of this thoroughly buggy and unoperational batt... Oh, hell, you know what? Just ignore the battle station, okay?"

megadylan

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Re: 0.5 feedback
« Reply #114 on: February 16, 2012, 06:28:37 AM »

I had a little idea. I have been playing almost non stop since i downloaded and its awesome. I think it would be a good idea to add some crew to the salvaged items list when boarding surrendered ships. For instance i managed to get a paragon and an astral and later on all 3 onslaughts from the hegemony defense fleet via surrendering but its going to take quite a while to make the cash to crew these ships, i noticed it doesn't make much sense that a surrendered ship wouldn't come with at least a little crew, maybe just a quarter of all green crew or something? what do you other players think?

I don't like it. Why should the crew of a ship you just battled fight for you? And if they chose to do so, why should you trust them? Even if they surrender, they are still your enemies. If you are nice, you drop them off at the next space station or planet. If you are not nice, you drop them out of the airlock. I am pretty sure that i would not trust someone whom i just fought, who might have lost friends in that fight, and who generally is a soldier of a fraction that would shoot you on sight with something dangerous. And on board of a spaceship, basically everything is dangerous.

Sure, it is a bit annoying to always buy new crews for lots of money, but i really don't see how your enemies suddenly working for you would make any sense at all.

Given the faction types in the game i suppose only Mercenary fleets giving crew makes sense, maybe with increased upkeep or a credits per day/something else to keep the crew loyal.

Maybe its too small a tidbit to bother with at all as i did fix all my crew problems eventually, just thought it might be nice.
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Infinite Monkeys

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Re: 0.5 feedback
« Reply #115 on: February 16, 2012, 06:33:34 AM »

I ran out of Green crew to buy so now I have to buy Regular, and when you need a few thousand it costs a ridiculous amount :(
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Alex

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Re: 0.5 feedback
« Reply #116 on: February 16, 2012, 09:19:32 AM »

Is there more functionality planned for the map screen? For example assign destination via the map screen or seeing the direction of fleet on the triangle fleet icons? Right now, due to lack of reference point, I'm constantly switching to map screen to check my location in relation to a target.

Someone posted earlier on the thread on this issue but everyone seems to be focused on weapons at the moment. =P 

Just a general note about the map screen: yeah, it's extremely barebones right now. You can expect it to get much better in the future.

Looking into long term play. I hope the game is not going to biol down into nothing more than you being just one big ball of death moving around. I say this because after 3 hours of play I have enough ships in my fleet to take on most pirate fleets. I realy do love the combat. There is no doubt that it is the star of the show. But I am finding that without out some clear indication of the next big thing I need to be working towards that my fun levels have been dropping. Now I know that I could be speaking out of my ass here with knowing very little about what more is in the current version. Or what is to be coming down the line for that matter. All I am saying realy is that I do hope that what I am playing currently is mearly a "prologue" in something that will develop into a much grander scale.

For now, all the campaign is is a persistent wrapper around combat. We've certainly got bigger plans for it long-term :)
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Steven Shi

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Re: 0.5 feedback
« Reply #117 on: February 16, 2012, 06:10:21 PM »

Is there more functionality planned for the map screen? For example assign destination via the map screen or seeing the direction of fleet on the triangle fleet icons? Right now, due to lack of reference point, I'm constantly switching to map screen to check my location in relation to a target.

Someone posted earlier on the thread on this issue but everyone seems to be focused on weapons at the moment. =P 

Just a general note about the map screen: yeah, it's extremely barebones right now. You can expect it to get much better in the future.


Ahh...wonderful news.

This topic is from the '0.5a preview' thread but I feel more appropriate here. You mentioned the fleet speed will be the lower of 'slowest ship' or 'average speed based on fleet size'. My query is why do fighters affect fleet speed at all? Shouldn't the fighters be traveling within the mother-ships hence the flight deck limit to prevent fighter spam?

At the moment, my 3 wings of piranha bombers are dragging my fleet speed lower than the carrier's (slowest ship) and I feel this somewhat penalizes a player for building a fighter based fleet instead of one consists of fast Medusa destroyers.   

Finally, pacing. Love to hear more on how you envision your final game to progress (Elite, X3, Anno series etc) and how you plan to manage the pacing since most people can amass a ball of doom within 2-3hrs of playing. =)

Love the game.
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Simberto

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Re: 0.5 feedback
« Reply #118 on: February 16, 2012, 06:38:53 PM »

First of, 0.5 suddenly made the game awesome. I would say that at the current state, it is already very much worth the price. One thing i particularly liked once i noticed it was how the objects in the system actually revolve around each other, instead of just being one static map.

However, here are the things i noticed which might need improvements.

There needs to be some way to get basic ships for each role in large quantities, that does not involve capturing them. Interceptors in particular are both very important in my usual fleet layouts, and also have a tendency to sometimes die, so the amount the station has is depleted pretty fast, and then i can just have as many as i can capture.

The start of the game is a bit rough. Although, if i had just used my initial found to buy some talons, it probably would have been much easier. I also have already played a lot of the former version of the game, and i think a newer player might have some problems being forced to fight fleets which are basically double your strength at the beginning of the game. A simple tutorial popup suggesting to buy something with your money might even be enough here.

Something seems a bit off in the way the AI uses their shields. I particularly noticed that when i was fighting a Paragon in my Onslaught, and did not really have a lot of kinetic damage. I would have never broken through its shields, and it could have just used it superior shield efficiency to slowly grind me down by just firing enough to not overload, while being completely safe behind its shields. But instead it chose to randomly lower its shield and allow me to hit it, while firing with all its guns all the time and then venting flux, which again allowed me to blow it up. Generally speaking, the AI lowers their shields far too often in dangerous situation just to immediately restart them, which often allows multiple heavy hits to go through until the shield covers a large enough area.

There needs to be a system to store your stuff on a station instead of having it all on your fleet all the time. I really like to have a large storage of all types of weaponry lying around just in case i want to use it, and if cargo capacity would be relevant, this would be very problematic at the moment, because either i have half of my fleet consisting of freighters, or i have to sell that stuff and buy it back for inflated prices when i want to use it.

I might just not have noticed it, but at the moment there appears to be no way to empty specific slots of a ship except completely strapping it and refitting the other slots.

Some way to speed up time during boring episodes might be useful. Like when i am waiting for 30 days for my onslaught to get repaired, or when flying across the whole system with a slow fleet, especially considering that you seem to want to make a far larger galaxy for the final release.

I find it a bit strange that the tachyon lance can fire far further then you can see. This means that you basically have to use autofire with it at any given time. Sure, autofire works just fine, and my tachyon lance blows up stuff across half the battlefield without me even seeing it, but i think it might be more fun to manually blow it up and actually see it explode.

I think someone already mentioned it, but showing the weapon that is in that turret at the moment when refitting would be very nice.

A functionality that automatically fills up crew, supplies, fuel and marines to some level point, either every time you enter a station, or by clicking a button when on it would be very nice.

I think the whole buying/selling interface in general is not very good. For example, i don't really see why marines, crew etc... need to be in large amounts of 500 stacks. In my case, there are now about 60 stacks of both supplies and fuel which clutter the interface a lot. Why not just have one large stack per item type? Some sort of filtering mechanic might be useful, and i find it highly irritating that i have to mouse over every icon (except for the very obvious ones) to find out what that weapon actually is, or to find the weapon i am looking for. This might be just me, but basically the only thing i can instantly identify are reaper torpedoes, because they are red.

At the moment, fleets just hang around until they are completely destroyed. At some point, they should really retreat, a Tri-Tachyon attack fleet consisting of one single wasp wing flying around the station forever because it is pretty hard to catch is just strange.

I think it is much easier to escape when defending when compared to escaping when escaping. That is a bit weird. When defending, you just need to run away to your edge of the map, while when escaping, you need to go across the whole map to the enemy edge.

When i attack the convoy to loot the Atlas, i don't feel like a get the amount of stuff a superfreighter carries. Also, usually some fightercraft escape and, now being far too fast to catch, continue onward to the station and a message that the convoy has delivered it's load appears. I am not 100% sure, but i also think that the station get additional stuff.

I think some way to set a behavior for ships would very useful, for example to keep your carriers out of trouble, or your fighters from engaging large ships all on their own far in enemy territory, but maybe that is something you already plan to do with the officers. Also, there should be some way to set some weapon groups to autofire by default. This is very minor, but a the moment i start every battle by setting PD-weapons on autofire right out of the gate. Or just keep the settings you had when finishing your last battle active for the next one.

Now, this is a lot of negative stuff, most of which is probably already known and/or planned to be changed anyways, so i just want to state that the game is actually very fun. The combat is very good, and especially the low-tech weapons feel just right and meaty. I just want to help make this game even more awesome by pointing out stuff that might be improved.
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arwan

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Re: 0.5 feedback
« Reply #119 on: February 16, 2012, 06:53:53 PM »

I find it a bit strange that the tachyon lance can fire far further then you can see. This means that you basically have to use autofire with it at any given time. Sure, autofire works just fine, and my tachyon lance blows up stuff across half the battlefield without me even seeing it, but i think it might be more fun to manually blow it up and actually see it explode.


i use this weapon a bit ... and i dont use auto fire..

target enemy. using R. check map to make sure you have no friendlies in line of fire.. hit Z to focus camera on targeted enemy hold "shift A" or "shift D" to rotate your ship to where your mouse is pointing.. put mouse over part of ship you want to fire and let em rip.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.
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