For indicating ship size, that's not a bad idea. I could try to stick a little number at the end of each ship's name.
I've thought about low fuel warnings and decided not to do this. It's just something you have to keep in mind. It adds challenge and sometimes teamwork when an ally transfers fuel to let a player continue retreating from a battle.
@Craftstar2:This is because I fail. I somehow used up all 255 locations and would need a few locations to prevent flying equipment out onto the battlefield or into other player's ships.
@MadZombie: Sair/Wraith Fast Invincible Bomber can still be killed with your run-of-the-mill player killing ship. The trick is to predict the corsair's escape path and camp there a little bit outside of your base, when his invincibility will be expired. That's where you stasis. You don't sit ontop of your base to defend your base. And all this movement required by both sides eats fuel. Teamwork really helps in this situation, both ways. It's nice to have "more hunters" waiting for the sair. Likewise the sair's teammates could move near the enemy base during the bombing run to spot enemy ships which would ambush the sair on its way back. Finally, good use of comsat scan by any player can result in life-or-death differences. You're focusing on the ship customization and overlooking teamwork as well as tactics if you think an invicible bomber is auto-win.
@ClansAreForGays: Neither of those scenarios are true. I began StarQuest at the beginning of April, 2009. I have made lots of experimental maps with ships in the past, maybe you saw one of those. Also I'm sure lots of other players have made similar maps. Scourges representing missiles and Infesteds being bombs is as old as BattleCruiser Command. To prove I made it here's a screenshot of some of my SQ files in my maps\scenario\ folder. StarQuest_000 through _020 are Pre "1.0" and then theres a 1.00, 1.01, 1.02... to 1.42.
Edit: I thought I'd explain why StarQuest_020.scx is bigger than say, the current version. I originally made the triggers for 10 of the 2 types of fuel tanks, resulting in 121 combinations of 0 to 10 of each item, for calculating the fuel capacity. When I decreased this to 5 of each for 36 combinations the map dropped like 100kb or more.
@God/Tux:I agree the tutorial is... meh. I've been thinking of ways to improve it.
I strongly disagree on what you say about Invincibility Bombs. A ship like that can be hunted down.
I agree comsat scan is lame inside ships but it's value on the actual battlefield is too huge to be removed. If I stasis and attack someone I scan in the direction I think ally of my enemy might come from to help, to try to prevent me from getting stasised myself.
You are right the vulnerable SCV's adding strategy. They can be bombed, shot, and dropping firebat troops on them is nice too cause firebats will ignore the enemy ship. This gives value to 'map control' where you have troops or bases present on the various islands. If a ship just had to fly over, it could ignore enemy units and defences long enough to mine, especially with shields. Also, tedious mining makes it "hurt" to die and lose your ship equipment. If you just had to fly over the minerals like in AG, you would have to do it more, thats all. Otherwise it would be too easy to max your equipment.
Aimless wandering done by new players... always was and will be. Maybe I should make a map where you just select, by beacons or something, which planet to fly to, but you have no actual control of your ship! Lawl
Post has been edited 6 time(s), last time on Aug 8 2009, 9:42 pm by DevliN. Reason: If you're going to cross it out in the first place, leave i
None.