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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370720 times)

alexm

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #165 on: March 29, 2011, 10:36:59 am »

Alex, will ships flee battle at some point? I'd hope the AI nurses and commits its resources more carefully once the strategic layer is hooked up to the tactical, rather than a constant spamfest. In most wars, there are only a half dozen large fleet actions: Pearl Harbor, Coral Sea, Midway, Guadalcanal, Leyte Gulf... the rest is build-up, maneuvering, and skirmishing.

Yeah, AI will retreat. In fact, retreating already works, but the enemy admirals don't know about it quite yet, though they will soon ;) To retreat, ships have to run away off the combat map after being given a retreat order. After the battle, if their side loses, the retreated ships have a chance to be captured by the enemy. The chance depends on the type of battle - for example, if a defending side's ships retreat, the chance is low (to represent a more orderly retreat by a side focused on defense), while an attacking side's retreated ships have a higher chance to be captured (to represent the relative chaos and lack or organization of an all-out attack). Of course, if you win, your retreated ships just rejoin your fleet - so it's a good way to save valuable ships from destruction.


As far as few battles vs spamfest, I think there's a balance to be found there. After all, a lot of the game is about the battles, so we don't want to avoid them *too* well. On the other hand, the AI blindly sending ships to their doom would be annoying and even immersion breaking. I think getting it just right will involve lots of playtesting.


Having the AI strategically withdraw would be interesting, especially if them withdrawing now means the next encounter is even harder (to a point, since eventually they'll run out ships to run back to). Or at least harder than it would be if you just obliterated the fleet.

Right! And on the flipside, it's a way for you, the player, to survive a lost battle.


Spoiler (click to show/hide)

Thanks for the insight. I'll take where you put Starfarer on that spectrum as a compliment :)



The smaller fighter/bomber class vessels (or any actually), will it be possible to automate their behavior somewhat? Maybe just an order of what their order of targeting is? Say a squad of interceptors put on guard and has a  preference of attacking bombers or other fighter craft first? This mostly if the game grows of course, so the player can concentrate controlling their larger spacecraft in major confrontations.

Funny you should say that. Interceptors (certain types of fighters are tagged as such) actually prefer fighters/bombers automatically, while bombers prefer larger targets like cruisers and capital ships. All typs of fighter wings also automatically go back to a carrier to rearm and repair if they are beat up too badly or are out of important ammo (such as say torpedo bombers after launching a salvo).

You're only directly controlling your flagship, by the way - with broad orders for the rest of the fleet, which is organized into battle groups.



Im personally interested in this game, reminds me of that one game that one company made, that was a text based RPG in space with a very well thought out storyline.

of course ive entirely forgotten the name of the game, but it was decent, and i played the hell out of it.

super nova?

nova?

EV Nova? That's not text based, though.  Maybe it had a predecessor...
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SeaBee

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #166 on: March 29, 2011, 02:51:38 pm »

Loving the sound of the fighters in this game! The more I hear about it, the more I must have it.

I like your thoughts on the AI (and our own) retreat system. Something else I didn't expect but really will appreciate in the game -- great to see you working to strike a balance with how often retreats take place.

Quote from: alexm
for example, if a defending side's ships retreat, the chance is low (to represent a more orderly retreat by a side focused on defense), while an attacking side's retreated ships have a higher chance to be captured (to represent the relative chaos and lack or organization of an all-out attack). Of course, if you win, your retreated ships just rejoin your fleet - so it's a good way to save valuable ships from destruction.
That sounds perfect.

Dramatization of how impatient I am for this masterpiece to arrive on my PC:
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MrStyx

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #167 on: March 29, 2011, 02:53:23 pm »

Yeah, I don't post much here, but hurry up on this game.

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Sinned

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #168 on: March 29, 2011, 03:49:54 pm »

The smaller fighter/bomber class vessels (or any actually), will it be possible to automate their behavior somewhat? Maybe just an order of what their order of targeting is? Say a squad of interceptors put on guard and has a  preference of attacking bombers or other fighter craft first? This mostly if the game grows of course, so the player can concentrate controlling their larger spacecraft in major confrontations.

Funny you should say that. Interceptors (certain types of fighters are tagged as such) actually prefer fighters/bombers automatically, while bombers prefer larger targets like cruisers and capital ships. All typs of fighter wings also automatically go back to a carrier to rearm and repair if they are beat up too badly or are out of important ammo (such as say torpedo bombers after launching a salvo).

You're only directly controlling your flagship, by the way - with broad orders for the rest of the fleet, which is organized into battle groups.

Oh nice, that sounds good.

I did read about being able to change load-outs later on and the player might already have his/her hands full controlling the flagship & battlegroups (+his/her empire later on), but are you also considering systems that will enable extra abilities that can be used. Something like an emp weapon aimed at a certain spot, emergency power to reinforce shields/hull or even keys that allow transfering shield power from one side to the other? Maybe even skill based maneuvers based on ship/player/crew experience? (etc etc...)

Thanks again for taking the time answering our questions, its appreciated :D
« Last Edit: March 29, 2011, 03:55:23 pm by Sinned »
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Journier

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #169 on: March 29, 2011, 10:04:20 pm »

its storyline was text based though... no video's or anything or cutscenes... thats what i meant  8)
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Tellemurius

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #170 on: March 29, 2011, 10:05:50 pm »

You're asking cut scenes from a indie game? eh dude, they aren't necessary.

Journier

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #171 on: March 29, 2011, 11:22:40 pm »

You're asking cut scenes from a indie game? eh dude, they aren't necessary.

??? no, i was continuing an earlier discussion about another game....
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alexm

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #172 on: March 30, 2011, 11:08:56 am »

I did read about being able to change load-outs later on and the player might already have his/her hands full controlling the flagship & battlegroups (+his/her empire later on), but are you also considering systems that will enable extra abilities that can be used. Something like an emp weapon aimed at a certain spot, emergency power to reinforce shields/hull or even keys that allow transfering shield power from one side to the other? Maybe even skill based maneuvers based on ship/player/crew experience? (etc etc...)

Battles take place in a separate space from the rest of the game, by the way (seems like that might not be clear) - so the rest of the world is on hold while a battle plays out. You wouldn't have to worry about managing your holdings while fighting. I hesitate to call the player's holdings an empire - even the sum total of the populated worlds in the sector wouldn't qualify for that :)

As far as systems, they're definitely planned for the future. I'd wanted to have them in already, but couldn't work it out time-wise.  Some examples would be an afterburner, a short-range teleporter, an ecm module, a phase cloak, etc.  These will be pre-determined and serve to give each hull a more distinct playstyle.

Hulls will also have "hull mods" which can be configured as part of outfitting the ship. These are more along the lines of static bonuses and use the same pool of "ordnance points" used to equip weapons.  Some examples would be "heavy armor" (more armor, less maneuverability), "expanded cargo hold" (more cargo space, but it costs ordnance points so you get less weapons/mods), etc.

So, ultimately - weapons & hull mods will be part of the loadout, while active systems are a property of the hull.

Thanks again for taking the time answering our questions, its appreciated :D

My pleasure!
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Bien

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #173 on: March 30, 2011, 12:04:50 pm »

Will the hull mods have visual impact? Just curious. The game sounds great, time to scrape together some money for pre-order!
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Mephansteras

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #174 on: March 30, 2011, 01:19:09 pm »

Hmmm. This has promise.
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SeaBee

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #175 on: March 30, 2011, 03:09:00 pm »

I don't believe I've posted how much I want this game yet today.

Therefore: I want this game.

I just watched the latest video again in glorious HD to get another look at that interface, which is both awesome and appears to be very effective. This time I had the volume up (sounds pretty good) and focused my eyeballs on seeing everything I could. I was honestly trying to find something I didn't like about it. In that, I have failed.

Hoping we can play an early alpha sometime this April! Speaking of alphas: how are you planning to collect feedback and bug reports from your playerbase, alexm? Just using the various message boards or will you have issue tracker or something? Just curious.

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alexm

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #176 on: March 30, 2011, 04:29:20 pm »

Will the hull mods have visual impact?

No - in a lot of cases the changes would be internal to the ship anyway, but in cases where they're not, it's hard to do that with diverse hand-painted sprites and make it look good. Might revisit that when the hull mods are actually in, though - it would certainly be a good thing if it worked well. Definitely want to provide as much info to the player visually as possible.

I don't believe I've posted how much I want this game yet today.

:D

Speaking of alphas: how are you planning to collect feedback and bug reports from your playerbase, alexm? Just using the various message boards or will you have issue tracker or something? Just curious.

I was thinking email/forums to start with, to keep it simple.  If/when the volume becomes too much to handle that way, a bugtracker is an option.

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SeaBee

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #177 on: March 30, 2011, 10:21:12 pm »

Sounds good. Thanks for the info!
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mrchinchin25

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #178 on: March 31, 2011, 05:19:43 pm »

...I just watched the latest video again in glorious HD to get another look at that interface, which is both awesome and appears to be very effective. This time I had the volume up (sounds pretty good) and focused my eyeballs on seeing everything I could. I was honestly trying to find something I didn't like about it. In that, I have failed.

The sound... oh the sound is amazing. Might have sold me just off that "put...put...put..." handgun sound you've got in there.
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Majestic7

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #179 on: March 31, 2011, 05:46:17 pm »

Seems promising, might pre-order after the demo is out. Indie goodness is always extra sweet, knowing the money goes straight to developer(s).
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