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Post by sfsdfd on Oct 23, 2012 15:29:32 GMT 10
Farbs:
Glad to read that v0.6 is coming along well. Will be very eager to try it out.
Bug report (I'm sure it's redundant with others' reports, but just submitting it in case it has any value): Playing around with v0.5.1 yesterday, I noticed that big station guardians have a habit of spawning at a point overlapping a station, thereby running aground / becoming immobilized / easy fodder.
One question: Does v0.6 still have shield strength from all shields on the ship pooled? That was easily one of my least favorite / most regrettable changes from earlier versions, as it kind of nerfed shields and made random, unavoidable death much more possible.
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Post by Farbs on Oct 23, 2012 23:42:16 GMT 10
Mooooar changespam! * First pass at an introduction sector. A prebuilt ship, a guardian, nothing else to do. Needs polish but the concept seems solid. * Found and fixed a heap of spawning bugs. Hopefully that'll address spawning-in-stations at higher levels too. Will have to see.
I'm pretty keen to keep the shield pooling, sorry. For me, stacking multiple shields was just too cheap and boring.
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Post by arsanthania on Oct 24, 2012 10:22:41 GMT 10
Here's an idea I've had for the warehouses: if you liberate one, it should have a small number of random modules of its level in random slots, to make it seem like there is actually something there. The idea of storing stuff is cool, but it'd be even cooler to find the occasional awesome module hiding in a warehouse somewhere (in particular when you free a base that is a level or two higher than the modules you're using, like the Echo dock down towards the south of the initial spawn area). It'd make it easier to advance and feel like you're actually getting something from freeing a station rather than just opening it up as a oxygen bubble.
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Post by Farbs on Oct 24, 2012 15:00:11 GMT 10
Yep, I agree. Saving a warehouse should be a bit like opening a treasure chest. I'm going to work on that right now.
In other news, banks now share their account data! No more will you have to remember where your money is squirreled away, since you can access it at any branch station. This should make them much more useful.
EDIT: Wow, that was easy. Warehouses now contain stuff. It's hard to see how this'll affect balance, but at least they're... interesting. I just found a foxtrot warehouse brimming with Sprinklers. What the hell am I supposed to do with them?! ;D
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Post by Vaconcovat on Oct 24, 2012 17:42:35 GMT 10
Well, finding the odd (somewhat free) module could vary gameplay a bit; if you come across a good module that you wouldn't normally use, but 1) It is free and 2) it could possibly be better than what you've got, you could have to adapt your strategies and change your ship's design to accommodate for these new pieces. Not to mention it is another reward for some of those harder late-game guardians.
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Post by Farbs on Oct 25, 2012 16:16:40 GMT 10
Yep, I'm sure they'll come in handy. At the very least they make for good scrap, being at full health and the level of whatever colony you just saved. I spent a while today setting up the root warehouse to restock itself. Eventually I realised that I'd just made it really, really easy to abuse and decided to revert the changes. Instead I cleaned up some gfx work. I fixed a few sorting and frame-effect issues in the bloom effects, and gave atmospheres a nice outer glow. Here's a picture:
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Post by arsanthania on Oct 26, 2012 2:33:55 GMT 10
It's so pretty...
EDIT:
Also, what about having the deck modules have small oxygen hold in them? It gives them more of a reason to exist, as right now they're just big heavy blocks of unbalanced scrap, more or less. They form good armor, but they also are very, VERY heavy; it'd be nice to have some incentive to tack one on, at least in the beginning.
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Post by Darkond2100 on Oct 29, 2012 10:55:00 GMT 10
It would be nicer if oxygen modules gave more, and deck modules gave an amount as well.
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Post by Farbs on Oct 30, 2012 22:37:56 GMT 10
Today was a big day for 0.6 -> my first transition from one sector to another. Woo!
Other changes include: * Dropping NAV station distribution in the general mix by 25% * Onboard mapping software no longer shows the current ship location * No SOS markers for colonies other than the microwave links
So basically, you can get lost again ;D
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Post by nemoricus on Nov 1, 2012 20:32:51 GMT 10
Are there any plans to make mining more worthwhile in this build? As it currently stands, mining is a low profit, awkward affair that leaves you spending a great deal of time for very little gain.
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Post by Farbs on Nov 2, 2012 9:01:42 GMT 10
Yeah, mining has changed a little: 1) Asteroids have much lower health 2) You can set your cruise control to all-stop, so you can sit still and blast at rocks at 3x the usual speed 3) Ramming Spikes now damage asteroids. At higher levels this means most medium sized asteroids pop with a single well delivered hit
You still have to collect the asteroids up and shunt them back to a refinery, but this is actually pretty easy with the right ship design. The trick is to design/redesign your ship for this purpose, rather than expect a fighter design to be at all practical.
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Post by nemoricus on Nov 2, 2012 9:58:15 GMT 10
Will we at least be able to move the rocks by clicking on them? Maneuvering to catch and release the rocks was easily the most frustrating part of the exercise, especially when you're trying to drop them off at the Refinery.
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Post by squidbush on Nov 11, 2012 9:03:06 GMT 10
Or at least change the refineries so you can funnel rocks into them. The starting area's refinery is very frustrating because of the narrow space between the yard and the rest of the station. I keep getting rocks stuck in there and can't get them back out.
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Post by Darkond2100 on Nov 14, 2012 11:17:55 GMT 10
Or at least change the refineries so you can funnel rocks into them. The starting area's refinery is very frustrating because of the narrow space between the yard and the rest of the station. I keep getting rocks stuck in there and can't get them back out. It'd be nice if those thin station girders were destructible, so we could maneuver rocks to a halt in that space and sell them.
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Post by Vaconcovat on Jan 7, 2013 14:41:46 GMT 10
cmon' farbs! Any news or updates for us? Haven't seen a jameson update in ages!
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Post by Farbs on Jan 11, 2013 8:13:23 GMT 10
cmon' farbs! Any news or updates for us? Haven't seen a jameson update in ages! Sorry, yeah, I got completely snowed with the start of the Card Hunter beta. I also have a two week period coming up where I'll be doing a fair bit of child care, so probably won't have momentum 'till after that.
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Uzguz
Charlie Rank
Posts: 29
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Post by Uzguz on Jan 11, 2013 15:12:07 GMT 10
Fair enough.
In the meantime, then, may I request another 0.5.1 bonus sector to tide us over? Normal mode, and about 100 units larger than the other one?
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Post by Farbs on Jan 16, 2013 11:14:24 GMT 10
That's a good idea. I'll cut out the incomplete multi-sector stuff for the moment and tidy up what I have for a new build.
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Uzguz
Charlie Rank
Posts: 29
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Post by Uzguz on Jan 17, 2013 10:33:09 GMT 10
Whoa, okay. That's more than I asked for, but I'd hardly complain
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Post by Captain Michaela Nul'dolaer on Aug 24, 2014 19:56:23 GMT 10
Um, should this be shut down, since Jameson is defunct? Dawn Star FTW.
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