View Full Version : Some Ideas for Improving the Full Version of Star Fury.
TNZ
October 14th, 2003, 05:06 AM
One, friendly fire need to be look at, would it be possible to make it so that a ship need to be targeted by the player to become hostile if hit. Two, running in to planets and asteroids happen to frequently, may be making planets and asteroids brighter and bigger would help, also increasing the distance at which one can shuttle over to 50 or 60 would help. Three, the ability to set a navigation point on the main map which you can see/follow some how in flight mode, a second needle on the ships compass perhaps?
Four, Torpedo’s are so slow you can fire them and run into them, really didn’t mean to self terminate my ship!?!?
http://forum.shrapnelgames.com/images/icons/shock.gif
Mehrunes
October 14th, 2003, 05:43 AM
You could try increasing the gamma setting in your display properties. If you're desperate you could try increasing the Star Ambient Color setting at the beginning of each Map_* file (you'd have to restart for the changes to take effect though). That sets the base lighting level in system, a value of 255, 255, 255 would make everything in the system fully lit from all sides.
Torps have base speed of 0.8 ( 800 in-game ), the speed setting for Bolts and Torpedoes is in the Main_BitmapEffects.txt file. They seem pretty good to me, but I'm flying around in a battleship with a top speed of 600. http://forum.shrapnelgames.com/images/icons/icon7.gif
I think adding waypoints on the nav map would be an excellent addition. Hopefully that makes it in.
[ October 14, 2003, 04:47: Message edited by: Mehrunes ]
DarkStar
October 14th, 2003, 05:46 AM
I really like the navigation point idea that you had. It would be very helpful if when given quests to be able to 'assign' the waypoint to the object of the quest. Could be you pick the quest and then press 'assign nav point', then it would place the point, on the ship, or planet you need to go to. Could be very useful...
Phoenix-D
October 14th, 2003, 05:52 AM
Its fairly easy- and probably a good idea- to increase the torp speeds. Just don't crank it TOO high. I set it to 200 (default, as said, is .8) and the things were blowing right past the launcher..no effect on either end. Ooops.
EDIT: also keep in mind that more speed = less time to impact = less effective point defense
[ October 14, 2003, 04:52: Message edited by: Phoenix-D ]
narf poit chez BOOM
October 14th, 2003, 08:12 AM
the torp speed should be set in the weapon description.
also, if it looked at which ship targeted, you could target a ship with a torp, launch and then click on something else. the torp would have to carry a variable of what it was launched at.
Suicide Junkie
October 14th, 2003, 12:37 PM
Originally posted by TNZ:
One, friendly fire need to be look at, would it be possible to make it so that a ship need to be targeted by the player to become hostile if hit. Two, running in to planets and asteroids happen to frequently, may be making planets and asteroids brighter and bigger would help, also increasing the distance at which one can shuttle over to 50 or 60 would help. Three, the ability to set a navigation point on the main map which you can see/follow some how in flight mode, a second needle on the ships compass perhaps?
Four, Torpedo’s are so slow you can fire them and run into them, really didn’t mean to self terminate my ship!?!?
http://forum.shrapnelgames.com/images/icons/shock.gif <font size="2" face="sans-serif, arial, verdana">There is a key to increse ambient lighting... K/J IIRC.
Shuttle distances are set in the map files.
And Nav Points are on the to-do/wanted list.
also, if it looked at which ship targeted, you could target a ship with a torp, launch and then click on something else. the torp would have to carry a variable of what it was launched at.<font size="2" face="sans-serif, arial, verdana">It already does, since it only seeks after the ship it was launched at.
Suicide Junkie
October 14th, 2003, 03:06 PM
OOh! What if missiles were programmed to avoid obstacles? Almost like a ramming fighter type deal.
Would make hiding in asteroid belts and behind planets quite useless, but would solve your problem.
Baron Munchausen
October 14th, 2003, 05:10 PM
Originally posted by Phoenix-D:
Its fairly easy- and probably a good idea- to increase the torp speeds. Just don't crank it TOO high. I set it to 200 (default, as said, is .8) and the things were blowing right past the launcher..no effect on either end. Ooops.
EDIT: also keep in mind that more speed = less time to impact = less effective point defense<font size="2" face="sans-serif, arial, verdana">Since fighters have a speed of 1.5 it does seem logical to speed up missiles and torps. But 200??? Yikes! How about 2.0 for torps and 1.2 to 1.5 for missiles. Beams ought to be really, really fast but even for those I doubt that more than 5.0 or so is necessary.
Alpha Kodiak
October 14th, 2003, 05:45 PM
Originally posted by TNZ:
One, friendly fire need to be look at, would it be possible to make it so that a ship need to be targeted by the player to become hostile if hit. Two, running in to planets and asteroids happen to frequently, may be making planets and asteroids brighter and bigger would help, also increasing the distance at which one can shuttle over to 50 or 60 would help. Three, the ability to set a navigation point on the main map which you can see/follow some how in flight mode, a second needle on the ships compass perhaps?
Four, Torpedo’s are so slow you can fire them and run into them, really didn’t mean to self terminate my ship!?!?
http://forum.shrapnelgames.com/images/icons/shock.gif <font size="2" face="sans-serif, arial, verdana">I totally agree about the friendly fire. I had an incident recenty in my destroyer being swarmed by pirate fighters where my autofiring PDC missed a fighter and hit a Terran battleship, which immediately went hostile and blew me away. That seemed a bit touchy to me. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
Phoenix-D
October 14th, 2003, 11:46 PM
Originally posted by Baron Munchausen:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Phoenix-D:
Its fairly easy- and probably a good idea- to increase the torp speeds. Just don't crank it TOO high. I set it to 200 (default, as said, is .8) and the things were blowing right past the launcher..no effect on either end. Ooops.
EDIT: also keep in mind that more speed = less time to impact = less effective point defense<font size="2" face="sans-serif, arial, verdana">Since fighters have a speed of 1.5 it does seem logical to speed up missiles and torps. But 200??? Yikes! How about 2.0 for torps and 1.2 to 1.5 for missiles. Beams ought to be really, really fast but even for those I doubt that more than 5.0 or so is necessary.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I was doing a test. My usual procedure is to crank the value to something absolutely ridiclous, in order to make it EXTREMELY obvious what that particular function does. At the time I wasn't sure if that line controled projectile speed or animation speed.
narf poit chez BOOM
October 15th, 2003, 09:38 AM
right, SJ. *whaps self with hammer*
TNZ
October 27th, 2003, 10:27 AM
More Ideas for Improving the Full Version of Star Fury. http://forum.shrapnelgames.com/images/icons/icon7.gif
1. The ability to make new placement locations that are visible to the player.
2. The ability to change weapon damage to the same degree as in Space Empires IV.
3. The ability to change the names of the ranks you are promoted to.
4. The ability to restricted a component to a particular tonnage size.
General Woundwort
October 27th, 2003, 10:45 AM
As long as we're compiling a list...
1. Patch in cloaked ships!
2. Make it possible to change "Shuttle Over" to something else (like, say, "Beam Over" http://forum.shrapnelgames.com/images/icons/icon10.gif ).
3. Add explanations to the top of all the textfiles saying what is what, like in SEIV (makes modding a heckuva lot easier).
4. Make the mission explanations clearer
bmcduff
October 27th, 2003, 07:25 PM
Don't know whether this has been addressed elsewhere, but it seems rather stupid, no, completely stupid, to be able to use the stardock facilities at enemy bases? Shouldn't such use depend on your relations with that race? For that matter, how about treating bases as a type of stationary ship, and being able to build and mount defenses on bases as an improvement to the game?
Suicide Junkie
October 27th, 2003, 07:41 PM
Bases are pretty much stationary ships, and have huge piles of weapons and shields and armor installed.
Starbases even get component levelups from time to time.
bmcduff
October 27th, 2003, 09:23 PM
Maybe I'm not explaining this well enough. Let me illustrate: in order to destroy any enemy starbase you can employ this strategy:
1. Attack the starbase, doing as much damage as possible short of getting your own ship destroyed.
2. Retreat to the nearest ENEMY planetary base with a stardock & completely repair your ship.
3. Repeat steps 1 & 2 until the starbase is destroyed.
Does this seem a reasonable strategy to anyone? If I'm attacking an enemy starbase, why would I be allowed to utilize enemy stardocks to repair the ship I'm attacking with? http://forum.shrapnelgames.com/images/icons/confused.gif
Phoenix-D
October 27th, 2003, 09:33 PM
Yup, it's quite silly. If you attack a friendly one it gets worse- you can dock and repair at the place you're attacking.
General Woundwort
October 27th, 2003, 11:32 PM
Originally posted by bmcduff:
Don't know whether this has been addressed elsewhere, but it seems rather stupid, no, completely stupid, to be able to use the stardock facilities at enemy bases? Shouldn't such use depend on your relations with that race?<font size="2" face="sans-serif, arial, verdana">It ought to. One quick way around this is to just edit out the planet facilities in races that you are enemies with (I intend to use this workaround in the Triangle Mod).
EDIT - Another workaround (that I may also use) is to make them a restricted site, necessitating either a very high (if you want to keep access theoretically open via bribes) or impossibly high fee.
[ October 27, 2003, 21:36: Message edited by: General Woundwort ]
Ed Kolis
October 28th, 2003, 01:56 PM
Of course, both those solutions are rather static; they don't allow for new sites to be opened up or old ones to close in response to game events (we've made peace with the Fazrah; you've been attacking too many Abbidon freighters) http://forum.shrapnelgames.com/images/icons/icon9.gif
General Woundwort
October 29th, 2003, 02:36 AM
Yes, not having a "rep" factor is a big hole in this game. http://forum.shrapnelgames.com/images/icons/icon9.gif Shifting alliances in different campaigns is the only solution I can think of, and like you say, that's only a "static" one at that.
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