+- +-

Benutzer

Welcome, Guest.
Please login or register.
 
 
 
Forgot your password?

Forum > PC

Starfarer aka Starsector

(1/20) > >>

Accipiter:
http://fractalsoftworks.com


--- Zitat ---Status: In development, planned release: 2011
Here I come with another promising indie title with sci-fi theme, unknown release date (soon), with building features, great looking, great concept..
And I probably found it because I'm great too.

Anyway: This is Starfarer, a "single-player sandbox style space role-playing game with strategic elements", as it says in their FAQ [Read it for moar info]

In short, it says you can customize your ship, get a fleet with custom officers, invest (build?) outposts in resourceful planets, and all the 'be a merchant, pirate, fighter, or all of the above' freedom these kind of Space games offer.
Also, they plan to make a living/meaningful economy, so you could have a profit by letting chaos spread on the habitable sectors, or offer your services for as long as evil exists.

You can see a small video and screenshots on their media section (I liked how suicidal and chaotic the battle looked btw).
The game's graphics looks like Distant Worlds, which is an awesome RTS and you probably know about it if you're reading this thread.

I hope your interest is enough to put this game on your "Waiting for" list, so you can be cursed to wait for it like I am.
Bai
--- Ende Zitat ---

http://www.bay12forums.com/smf/index.php?topic=76383.0

Hab ich mir mal auf Verdacht gekauft. Morgen spätestens mal antesten. Pre-Order ist bei knapp 10 Euro, viele Leute haben anscheinend schon mit der aktuellen Alpha ihren Spaß.

Accipiter:
Gibt ja sogar ein WTF is...

http://www.youtube.com/watch?v=BWno9UISZaU

Aktuelle Patchnotes:


--- Zitat ---Changes as of June 11, 2012

Ship Systems (along with tentative ship assignments):

Flare Launcher - launches flares that distract the guidance systems of incoming missiles and PD weapons. Any missile hitting a flare will be destroyed.
Hound, Dram, Valkyrie, Buffalo Mk.II, Atlas
Active Flare Launcher - similar to the above, but flares lock on to and track incoming missiles
Shuttle, Tempest, Buffalo
Burn Drive - temporarily engages the drive used for system travel. Massive speed boost for a fixed time, can't turn or use shields (but can fire), risk of full engine flameout on significant collision.
Tarsus, Enforcer, Dominator, Onslaught
Maneuvering Jets - activates extra thrusters to greatly improve ship maneuverability (acceleration/deceleration, turn rate, turn acceleration/deceleration)
Falcon, Eagle, Conquest
Fast Missile Racks - rapidly reloads any cooling-down missile weapons
Vigilance, Condor, Venture
Fortress Shield - drastically improves shield efficiency at the expense of a constant flux buildup and inability to fire weapons
Paragon
High Energy Focus - boosts energy weapon damage by 50%, increases damage taken by 50%, can't use shields
Sunder, Aurora, Odyssey
Phase Teleporter - teleports anywhere (to cursor location) within a significant range (~1500 pixels)
Hyperion
Phase Skimmer - teleports a fixed, short distance along the ship's current velocity vector
Wolf, Medusa
Point Defense Drones (high tech) - small, fragile drones armed with LR PD Lasers
Astral
Point Defense Drones (midline) - small, fragile drones armed with Light MGs
Gemini
Sensor Drones - drones armed with ion cannons that also increase the sight radius and weapon range while deployed
Apogee
Accelerated Ammo Feeder - doubles ballistic weapon rate of fire for a fixed duration
Brawler, Lasher, Hammerhead
EMP Emitter - targets missiles and nearby ship's weapon and engine subsystems, dealing a lot of EMP damage (and some energy). Mostly neutralized by shields.
Omen


Balance:

Increased Pilum missile hitpoints
Updated Flux Coil Adjunct hullmod to provide double the capacity bonus
Reduced single-shot Reaper torpedo launcher cost to 2 OP (from 4)
Improved Buffalo Mk.2 speed and maneuverability significantly
Improved Buffalo top speed


Ship AI:

Knows about coasting at a higher speed attained from the zero flux engine boost (or by other means)
Fixed bug that was causing a capital ship with omni shields to overestimate its nimbleness
Fixed bug that caused a ship to think it was venting when its target was (resulting in backing off from venting enemy ships)
Will try to avoid colliding with smaller friendly ships that have their engines disabled
More conservative with strike weapons (such as torpedoes), less likely to waste them on enemy shields
Improved shield AI to be aware of incoming projectiles, even when the weapon that fired no longer seems a threat
Will vent when at relatively low flux, but unthreatened
Improved logic for deciding which side to turn towards enemy for broadsides
Knows about ship systems


Miscellaneous:

Toned down ship explosion whiteout, fixed case where it would stay washed out for too long
Various performance optimizations
Updated weapon tooltip to show sustained flux/second value instead of burst
Optimized weapon code to do less work for weapons that are off-screen
Improved collision checking algorithm to minimize chances of projectiles passing through without doing damage (was only happening when the frame rate dipped)
Bombing runs and fighters firing at a ship while directly on top of it will no longer hit the bounds, but rather other points inside the hull
Missiles can no longer hit the launching ship if they fizzle out, UNLESS they've left the ship's bounds at some point


Controls:

Removed key binding for raising flux on purpose
"F" now the default key for using the ship's system
For drones, F cycles through "recall"/"deploy around ship"/"free roam" modes
"Q" and "E" now bound to strafe left/right without turning


Content:

Added "ECCM Package" hullmod that gives missiles a chance to ignore flares and improves missile tracking and engine performance
Unique icons for every hullmod


Modding-related:

Can now specify custom engine glow color and contrail data (see data/shipsystems/proj/flare_standard.proj for example)
Added new MutableShipStats:
getEccmChance() - chance for missiles fired by ships to ignore flares
getMissileGuidance() - governs improvement to missile tracking AI and engine performance
getSightRadiusMod() - fog of war radius the ship can see through
getMissileRoFMult() - rate of fire multiplier for missile weapons
getBallisticRoFMult() - rate of fire multiplier for ballistic weapons
getEnergyRoFMult() - rate of fire multiplier for energy weapons
Increased rate-of-fire capped at 20 shots/second. Weapons firing faster than that are unaffected.

Fixed some issues with incorrect UI colors being used (wrong color for hangar space bar, crew bar in ship tooltip)
Fixed bug that was causing some very large modded ships to not be properly zoomed out in the refit screen


Bugfixes:

Fixed bug where a ship could be "too good" for a destroyer escort assignment
Fixed flickering issue when fleet was parked directly over the sun
Fixed Sunder variant that went over the flux vents cap
Saved custom ship loadouts designed in missions no longer erroneously show up in the campaign variant manager
Fixed bug that caused some animations to not be properly cleaned up after every battle
Fixed accident chance erroneously showing up from being over capacity hangar space
Fixed bug where hullmods would not be applied when a ship is refitted for a mission
Fixed bug where burst lasers could still use up charges by trying to fire while the ship is overloaded/venting
Fixed bug that resulted in incorrect "current" weapon being shown in weapon picker (refit) dialog after an undo
--- Ende Zitat ---

Itchy:
SPAZ in komplex?

Accipiter:
Wird sich zeigen. Das Spiel macht wohl mit jedem Patch große Fortschritte. Gibt wohl auch die Möglichkeit andere Schiffe zu kapern (mit Marines) und natürlich die verschiedensten Taktiken wie Kiten. Seit dem letzten Patch kannst Du andere Schiffe mit einem speziellen Modul gezielt rammen. Für das Geld kann man wohl wenig falsch machen, zumal die Meldungen bisher alle positiv waren. Man muss natürlich was für den Genre-Mix übrig haben.

Itchy:
Jaja, Vorbestellung war schon durch bevor der Gameplay-Trailer zuende war ;) Ich hab das angeschmissen, hab mir gedacht, das sieht ja aus wie SPAZ, hab den Preis gesehen und dann wars schon bestellt. Mal schaun, wann ich zum Testen komme, ist halt grad ungünstig wegen EM.

Navigation

[0] Themen-Index

[#] Nächste Seite

Benutzer Online

29 Gäste, 0 Mitglieder
Powered by EzPortal
Zur normalen Ansicht wechseln