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Author Topic: Starfarer Manual  (Read 41536 times)

Alex

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Starfarer Manual
« on: May 21, 2011, 02:22:32 PM »

You can find it here.

And a much nicer-looking PDF version here.

It's handy if you're having trouble beating some of the missions, or just want to make sure you know all the controls.

We'll be updating the manual with each released version. If you see something wrong or missing, or just have a comment or suggestion about what you think should be in the manual, please let us know!
« Last Edit: August 21, 2011, 02:38:23 PM by Alex »
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bryanvlo

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Re: Starfarer Manual
« Reply #1 on: May 28, 2011, 01:56:13 AM »

Major tip: Capture the sensor array at all costs!
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Alex

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Re: Starfarer Manual
« Reply #2 on: May 28, 2011, 09:21:20 AM »

Good idea, I'll add that. It is a major consideration if you've got lots of reinforcements to deploy.
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bryanvlo

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Re: Starfarer Manual
« Reply #3 on: June 02, 2011, 01:23:45 PM »

Isn't that the Comm Relay that gives you a lot of Fleet Points? Sensor Array increases Weapon Range IIRC. Been a while since I booted up the game, I've done every mission at least five times now.
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Avan

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Re: Starfarer Manual
« Reply #4 on: June 02, 2011, 01:34:28 PM »

yep, the comm relay increases Fleet points

Alex

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Re: Starfarer Manual
« Reply #5 on: June 02, 2011, 01:51:37 PM »

Oops :) I totally misread that.
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Vic

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Re: Starfarer Manual
« Reply #6 on: August 18, 2011, 08:17:48 PM »

Hi,

Love the look and feel of the game so far.  I did notice something in the manual, however:

Kinetic
Relies on impact to do its damage, usually a solid slug. Usually long-range. Projectiles are usually white.

200% to shields, 50% to armor

Energy
Directed energy weapons.

100% to everything.

This doesn't seem to be correct.  The destroyer from the tutorial seems to inflict almost no damage on shields with the auto cannon, and the energy weapon seems largely useless against armor.  Has this information changed in the game since you printed the manual?

Thanks!
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Alex

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Re: Starfarer Manual
« Reply #7 on: August 18, 2011, 08:23:38 PM »

Hi. Glad you're liking the game!

The ship in the tutorial is probably a bit confusing - its beam weapon, the "Graviton Beam", happens to do kinetic damage (which is an exception, beam weapons usually do energy damage). This is mentioned in the tutorial text but is easy to miss. The "autocannon" you're referring to is the "Assault Chaingun", which does high explosive damage - which is, indeed, poor vs shields.
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Afoxi

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Re: Starfarer Manual
« Reply #8 on: August 21, 2011, 12:23:25 AM »

So uhm... about that manual?
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Alex

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Re: Starfarer Manual
« Reply #9 on: August 21, 2011, 08:23:39 AM »

So uhm... about that manual?

Working on it, hope to have it done today :)
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Alex

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Re: Starfarer Manual
« Reply #10 on: August 21, 2011, 02:38:08 PM »

Updated the manual. Let me know if you find anything missing.
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si1foo

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Re: Starfarer Manual
« Reply #11 on: January 17, 2012, 09:59:27 AM »

hmm you could make/add a database of ships and/or weapons for people to be able to learn from  for example the ingame ships  tell you the qweapons they have on each variant but if uyou want to know what they are you have to go to the weapons tab then look for them
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BeanusMaximus

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Re: Starfarer Manual
« Reply #12 on: January 17, 2012, 10:59:28 AM »

hmm you could make/add a database of ships and/or weapons for people to be able to learn from  for example the ingame ships  tell you the qweapons they have on each variant but if uyou want to know what they are you have to go to the weapons tab then look for them
I don't think he should go as far as the database of ships. Maybe just the groups/classes of ships and types of weaponry you can get.
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mendonca

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Re: Starfarer Manual
« Reply #13 on: January 17, 2012, 10:55:40 PM »

It might be easier to make the weapons in the variant page of the codex hyperlink to the specific weapon elsewhere in the codex, with a 'back' button somewhere?
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Ivaylo

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Re: Starfarer Manual
« Reply #14 on: January 18, 2012, 05:38:57 AM »

In the dev build, the Codex is already pretty good at displaying a ton of information, and has the beginnings of a nice UI. The UI is usable (although not polished yet) and in fact, I often use it as a reference, since it combines a bunch of data into one coherent presentation.

After 0.50a goes live we may even dust off the ole wiki from the virtual spiderwebs that have been spun all over it by the ethereal, binary spiders I fight with every time I close my eye lids.

« Last Edit: January 18, 2012, 05:41:21 AM by Ivaylo »
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