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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 371166 times)

forsaken1111

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #570 on: February 15, 2012, 08:58:47 am »

It would benefit the gameplay and enjoyability of the game a lot of the "capture" chance would start stacking (no claimable ship for 20 fights in a row? Increase chance by 20%).

Let me know if that mechanic is in already and I am just crazy with my 25 or so without a capture (crew/marines in mass)
I actually disagree. Completely.

If this was put in, I would just attack fighter wings or single ships 19 times in a row so that on the 20th time when I hit a fleet I am guaranteed to capture something nice. People would just game the mechanic, and it's a bad idea. Instead maybe add in something that makes it more likely you will capture or salvage ship. Add engineer crew or engineering modules, boarding pods, etc. Maybe a Pursuit drive section which increases the chance of catching retreating ships.
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Flare

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #571 on: February 15, 2012, 09:16:12 am »

I think having ships capturable might have something to do with how much damage you inflict onto the hull of the disabled ship. I've noticed that it's often the case that many missiles and rounds will often hit the ship after it goes kablooey in virtue of them being fired from a fair distance away.
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ThtblovesDF

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #572 on: February 15, 2012, 09:40:15 am »

Spoiler (click to show/hide)
I actually disagree. Completely.

If this was put in, I would just attack fighter wings or single ships 19 times in a row so that on the 20th time when I hit a fleet I am guaranteed to capture something nice. People would just game the mechanic, and it's a bad idea. Instead maybe add in something that makes it more likely you will capture or salvage ship. Add engineer crew or engineering modules, boarding pods, etc. Maybe a Pursuit drive section which increases the chance of catching retreating ships.
[/quote]

Pretty sure you missunderstand.

Like in League of legends, you have crit-stacking... you have, say 10% crit chance and the game notices that you didn't land a single crit in 20 or so autoattacks, it starts making it more likly, so your freakish unluckiness doesn't screw you over to badly.

I am not suggesting that every 20th ship is automatically board able. 

I am suggesting that if you somehow have a insane streak of bad luck, the game throws you a slightly bigger chance.
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JWNoctis

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #573 on: February 15, 2012, 10:04:30 am »

Hmm...The burnt out husk most enemy ships end up as is not exactly salvageable, isn't it?
Sometimes it helps to force the enemy into retreat, and have ships much more faster than the enemy in your fleet. about 80% of my captures are by boarding or surrendering, although the chances are still not very good.
Character and officer stats are still not implemented yet, and when they do...Maybe things will get better.

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Shades

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #574 on: February 15, 2012, 10:12:02 am »

Pretty sure you missunderstand.

Like in League of legends, you have crit-stacking... you have, say 10% crit chance and the game notices that you didn't land a single crit in 20 or so autoattacks, it starts making it more likly, so your freakish unluckiness doesn't screw you over to badly.

I am not suggesting that every 20th ship is automatically board able. 

I am suggesting that if you somehow have a insane streak of bad luck, the game throws you a slightly bigger chance.

He didn't misunderstand, he was just exploiting the maths without really explaining. You can leverage random stacking whenever it exists through the averages, this is why almost all games that implement something like that will reset the stack if you switch weapons (or targets in some cases).

In this specific case you know the odds of capture are low so you target weaker groups most of the time then once you've played a few battles without a capture you know you chance is higher and you start ramping up and targetting the more juicy targets. You'll vastly increase you odds of capture making balancing very difficult.

It may still make the game more fun though so it's still a suggestion worth looking into.
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ThtblovesDF

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #575 on: February 15, 2012, 10:25:59 am »

One is welcome to try to exploit it, if you think it's time effective/fun/worthwhile. I don't think so and I want to at least have one capture after 50 battles, please?

So you have 10-ish fights against 1 ship-fleets (which, by the way, will always outrun you if you have a ship/fleet big enough to actually take on a big "worthwhile" fleet).

Every single fight that is a chance that you "get lucky" and waste/lose all stacks, too...

While I am far to lazy to pull the numbers from the game and run them, just doing honest fights on your size/scale/level will most likly pay out about the same in scrap and caps then running after tiny ships, if you asume the same timeframe.

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forsaken1111

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #576 on: February 15, 2012, 10:44:17 am »

I am still much more in favor of an in-game solution to increase salvage chance rather than some magical math fix behind the scenes. Or even an order you can give to minimize collateral damage such as targeting weapons and engines only. It would make you do less damage overall but increase the odds of salvaging the ship if you win.

I trust the devs though, so far they have done very well and I have no reason to think that will change.
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Aklyon

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #577 on: February 15, 2012, 11:34:49 am »

Hey, Starfarer thread. Cool.
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Flying Dice

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #578 on: February 15, 2012, 12:41:51 pm »

I honestly prefer the boarding system the way it is. As it stands, getting new ships via surrender or successful boarding is a rare treat, which is as it should be. As an example, I just managed to trap a mercenary task group that had a speed advantage, wiped out their fighters, and pounded on their cruiser. This time, I got lucky; it was intact enough to board, and I managed to do so, losing almost all my marines. Or take another case, where an entire pirate raiding group surrendered to me, and gave me three frigates and two fighter groups. That isn't the sort of thing that should happen all the time, because it would stop being special.

However, one thing that I would support would be a mechanic that makes larger ships more likely to be boardable (and perhaps less likely to surrender?), to reflect their greater size and durability. This would help with the "wow, I just wiped out a massive fleet and all I got were some parts" thing, and would also give mid-sized fleet players a reason to go after the scary red, blue, and grey blobs.
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forsaken1111

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #579 on: February 15, 2012, 12:47:35 pm »

I'd also think that salvaged ships (those which are 'neutralized' and then salvaged after combat) should be towed back to some kind of dock to make them fully usable again. As it is, most damage doesn't persist for more than a week or two if you have the crew available.
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Tellemurius

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #580 on: February 15, 2012, 01:18:33 pm »

If anything, instead of having instant credits haul back parts in your cargo, course i assume this will be in eventually/

forsaken1111

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #581 on: February 15, 2012, 01:35:29 pm »

If anything, instead of having instant credits haul back parts in your cargo, course i assume this will be in eventually/
You already do haul some parts back. I think the credits you get are meant to be electronic funds from the crew of the ship or the ship's accounts or something because it says they're downloaded from functional CPU's
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Tellemurius

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #582 on: February 15, 2012, 01:43:42 pm »

If anything, instead of having instant credits haul back parts in your cargo, course i assume this will be in eventually/
You already do haul some parts back. I think the credits you get are meant to be electronic funds from the crew of the ship or the ship's accounts or something because it says they're downloaded from functional CPU's
I mean like salvageable misc. parts like computer equipment, hydraulics, and plating. But like i said when trading comes in i would expect more.

ThtblovesDF

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #583 on: February 15, 2012, 04:11:18 pm »

Changing from "winning fights" to "kill weakest enemy and let the other run" nets a 570% increase of captures.
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Paul

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Re: Starfarer [TopDown Sandbox RPG on Space]
« Reply #584 on: February 15, 2012, 04:20:52 pm »

I made a minimod that adds a Tri-Tachyon station. See this thread.

It's nice to have a place to buy energy weapons and the advanced ship types.
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