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Post by fallen on Jun 27, 2017 16:37:31 GMT -5
It is as good of a time as ever to discuss it -- grävling - why do you want a historical combat log? Curious as to what value it adds to look back multiple turns, if you were able to look at the details between each turn, or pull up the "Last Turn Report" at any time.
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Post by grävling on Jun 27, 2017 17:50:55 GMT -5
How else to learn what weapons are good for what? Right now I have to try to remember what effects I got with a plasma cannon, and what I got with a railgun, etc -- and I am not very good at this. Also there is a bias to think that the results you got when you were first testing a weapon are typical for that weapon. It's hard to overcome this bias.
Better to let the data pile up and then analyse the lot later.
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Post by fallen on Jun 27, 2017 18:23:08 GMT -5
How else to learn what weapons are good for what? Right now I have to try to remember what effects I got with a plasma cannon, and what I got with a railgun, etc -- and I am not very good at this. Also there is a bias to think that the results you got when you were first testing a weapon are typical for that weapon. It's hard to overcome this bias. Better to let the data pile up and then analyse the lot later. grävling - ok, thanks for the answer. It occurs to me that there is no reason that we wouldn't just provide everything in a Turn Report format, similar to the idea that athios posted. Want to see previous turns? Page backwards.
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Post by fallen on Jun 27, 2017 21:17:06 GMT -5
Right now I have to try to remember what effects I got with a plasma cannon, and what I got with a railgun, etc -- and I am not very good at this This is something we've got on our list to work on. Each of the weapon types has a unique profile, but we are focusing on "doubling-down" on that push their distinct natures. For that, we'll be tweaking how special damages like Void Damage work, and making their individual curse effects (Crew Stunned, etc) more distinct as well. Somewhere in the game, we'll want to explain these things, I am sure. Maybe when you are shopping for weapons.
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Post by tenbsmith on Jun 28, 2017 9:56:42 GMT -5
This all seems very cool. As a player, i want this data.
The one thing I wonder about is that some information about enemy status should be easier to get than other info. For example, I can scan the enemy ship and see exterior damage. Maybe I can see that their Torps are no longer functional. Maybe I scans their power output to get an idea of how their drive is. But, how do I know the status of enemy crew? That seems difficult.
OTOH, from a game mechanics and fun perspective, as a player, I need to know when my efforts to panic the crew our successful.
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Post by fallen on Jun 28, 2017 10:57:54 GMT -5
tenbsmith - it's always an interesting balancing act. The more we make weapon's specialized, and add Talents that allow specialized targeting ... the more you'll want to know. So you can make smart and fun decisions as a player, and see your results in action (not only feeling it works). In general, having a Combat Log means we're willing to share the data for mining. Which, allows a range of playstyles -- from the arcade click-faster-shoot-more to the plan-and-execute-perfectly-because-I-know-the-data. ps. thanks for this post btw, you just crystallized in my mind the idea to modify the graphics of both ship's engines based on their current engine damage. The current animation would be healthy and things could go down hill from there!
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Post by John Robinson on Jun 30, 2017 15:06:36 GMT -5
This might be mighty tough to do.
How often? "Crap didn't want to destroy that ship, just wanted it to surrender".
Some sort of indicator letting you know when the enemy ship is just about to turn into a ball of flaming scrap? Maybe when they have all those negative effects applied one more round of panic, radiation damage etc. might activate an icon showing they are on the verge of surrendering?
I'm pretty clumsy in my description, but hope you can kinda see what I mean.
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Post by fallen on Jun 30, 2017 15:11:15 GMT -5
The way to avoid a flaming ball of crap is to knock out the engines, bridge, crew, pilot, morale, or Captain. Hopefully, all the upcoming changes will make that easier to specifically work on doing that.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Jun 30, 2017 15:14:06 GMT -5
Since we are talking about graphics, it would be nice if at least some of the missed attacks (maybe if you rolled really poorly) would display the weapons shooting off into space, missing the target entirely.
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Post by fallen on Jun 30, 2017 15:24:23 GMT -5
Since we are talking about graphics, it would be nice if at least some of the missed attacks (maybe if you rolled really poorly) would display the weapons shooting off into space, missing the target entirely. Definitely check out the latest Twitch stream if you want to see that in video form! www.twitch.tv/videos/155159023
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Post by John Robinson on Jun 30, 2017 20:23:15 GMT -5
The way to avoid a flaming ball of crap is to knock out the engines, bridge, crew, pilot, morale, or Captain. Hopefully, all the upcoming changes will make that easier to specifically work on doing that. I just remembered you were talking last night about engines sputtering , or belching smoke. Spoke too soon visual clues are already in the pipeline.
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Post by fallen on Jul 7, 2017 13:46:41 GMT -5
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Post by fallen on Jul 7, 2017 13:48:44 GMT -5
Lucky that I have Fast Getaway still ...
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