Laserbrain Studios

Games Forum Blog Contact

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Matt_S

Pages: [1] 2
Bugs / Strange merchant missions: mining base in dire need of iron.
« on: May 20, 2012, 09:35:54 AM »
This may not really qualify as a bug, but it seems odd enough to be worth mentioning.  It might make sense if it was a transport from A to B mission, but for a delivery mission it's strange.   I went to the base without accepting the mission, and sure enough there wasn't any iron.  I was kind of hoping I could buy the iron right there and complete the mission :hehe:

But yeah, I think delivery missions shouldn't be for one of the base's prime export.

Bugs / NPCs can aim all shots of automatic weapons.
« on: May 20, 2012, 07:54:53 AM »
I can't rule out that the couple of NPCs I've fought are just terrible shots, but I sort of doubt it :crazy:  From 2 squares away his laser gun can hit both of my arms; his shooting arm is unscathed.  In other tests, I've been hit on my arm, the crotch area of my kevlar vest, and my head in a single volley.  So yeah, something's up.

General / And so I asked, 'Can I be a bounty hunter in a Tarsus?'
« on: February 14, 2010, 07:34:21 PM »
The answer is yes, but I didn't even think of recording it.

Bugs / Jumps at high speed settings take longer.
« on: December 30, 2009, 07:02:09 AM »
When you jump at any speed above 6, you don't actually complete the jump until the jump music is done playing, so you actually spend more time doing the jump.

General / Me vs The Pirates: Mission to Munroe
« on: December 30, 2009, 07:00:45 AM »
This doesn't really need much back story since I wave my cursor around to show you my mission, but whatever.  I'm going to Munroe for an assassination mission, and I'm recording it for posterity.  The first chapter of my epic saga insane capitalistic venture is done, where I take the jump to TC-101 and head for Munroe.  Minus the large amount of boring flying, slow speeds during combat, and stashing of equipment, I hope it's entertaining.  I won't spoil what happens, so you'll have to bear with the fairly long movie.

Chapter One: A Funny Thing Happened on the Way to Munroe.  

Now after watching that I'm sure you'll notice the (accidental) cliffhanger ending.  This is where chapter 1.999~ comes in.

Chapter One Point Nine Repeating: Dang, I Totally Forgot About That.

Stay tuned for more.  If I ever die I'll post the movie anyways.  You'll never know if I died until after you watch the episode  :yes:

Everything Else / Games of your own?
« on: December 02, 2009, 06:03:12 AM »
I'd like to ask, has anyone here ever tried, succeeded, or thought about making a game themselves?  What kind of experiences have you guys had in this area?  How did you make it?  I'm curious about who — other than Christian :satisfied: — has done it before.

Bugs / Stunned but functional
« on: November 14, 2009, 04:43:51 AM »
Stunned people can block attacks and knock the guns out of your hands.  That's a little odd...  :heh:

Everything Else / The mystery of doors.
« on: October 30, 2009, 02:58:45 AM »
After being supposedly stuck outside my locked dorm room a couple of times, I've finally solved the mystery of why my key didn't unlock it.  Apparently, the key unlocks the door in different ways  depending on whether it was locked with the key or by the lock button on the inside.  Until now, I had no idea that anybody would ever consider designing the lock on a door to be unlocked in any way other than turning the key in the proper direction.  I'm certainly no door expert(I made that apparent already) but who the heck made that design decision?

Addendum:  My original statement wasn't very accurate.  There's only one way to unlock the door, and that only works if it's locked from the outside.  The other method merely allows you an opportunity to turn the handle and open the door.  This means that testing every possible alignment of the key, then checking if the door is unlocked, is guaranteed to never work.  The only way to open the door when it's locked from the inside is to know the proper technique, because dammit, having the right key just isn't enough security.

Bugs / Confused Wingman.
« on: October 16, 2009, 12:08:29 AM »
Soon after my wingman left, I jumped from Cassandra to Jovius.  Oddly enough, my wingman jumped into the system soon after I arrived, and he quickly jumped away.

My guess is the wingman goes to the nearest jump point out of the system before he actually gets cleared, but I beat him to a jump, the game thought he was still my wingman and spawned him at the jump point, then he jumped back to finally leave.

Development Discussion and Suggestions / A Gothri's worst enemy
« on: October 10, 2009, 10:04:28 PM »

I remember when I ran from a Gothri whenever I saw one.  I  remember when one destroyed my scoop, wrecked my sensor, and blew the heck out of my plasteel armor.  And I remember when I first got my revenge, and how I was still afraid I would lose.  That fear is gone now that I know how deadly missiles are, and I'm still in a Tarsus.  It feels wrong.

I would like to suggest that the Gothri get an ECM of some level.  It wouldn't make them any more threatening to newbies who would run away anyways, but it would give them a bit more fight for when you actually take them on.  I also think that enemy ships in general should have a little more variety, with a couple of random upgrades.

Bugs / The girl who won't get out of the way.
« on: October 01, 2009, 09:40:14 PM »
This girl is standing between the hotel and the top of the screen on New Frankfurt.  She will not move, and I can't swap with her.  I'd email the save if I wasn't so lazy at the moment.

Development Discussion and Suggestions / Reworking combat time.
« on: September 20, 2009, 03:54:20 AM »
After playing around with ground combat, which is pretty fun overall, I've noticed that time is kind of odd.  When you fire your rifle, your shot goes off right away, but then you're stuck motionless for 400 ticks.  And when you fire your little laser gun, you fire 3 shots immediately, and then are stuck motionless for 300 ticks.  I have some proposals to make things hopefully a little more natural feeling.

1. Rather than fire 3 shots at once, the laser gun and machine pistol should take 1/3 the time for a single shot.
I have a feeling the weapon classes themselves have hard-coded time usage, but I think this would help to weaken the laser gun a bit by giving the enemy some time to fight back between shots.

2. Divide time usage between action time and cool-down time.
Basically, rather than have the rifle take 400 ticks for a shot where you're immobile, the actual action takes, say, 75 ticks where you can't do anything because you're actually shooting at your opponent, and the other 325 ticks are time where you simply can't shoot your rifle.  While this powers up ranged weapons (and the player who can exploit it better) quite a bit, this opens up the possibility down the road for enemies taking cover between shots.  Additionally, this could make it more useful to hold two weapons.

3. Cool-down requirements.
If you need both hands for something such as reloading your rifle, the reloading shouldn't continue if you take the time to punch someone.  This adds another aspect to laser weapons, since their batteries recharge without direct interaction required.  Maybe moving around slows down things like changing your equipment.  Maybe you need both hands to reload your gun, but one of your arms is missing, so you can't reload at all while you move around.  Additionally, you can probably only reload one gun at once.  This would require a lot of work since it's inherently complex.

Bugs / Runtime error, and other miscellaneous bugs or oddities.
« on: September 13, 2009, 02:10:05 AM »

This happened while I was swapping past a crowd in order to commit murder most foul.  After clicking okay, it indeed closed Ascii Sector.  Luckily, I had saved about a minute earlier.

Also, you get charged for theft when looting corpses on pirate bases, which may or may not be intended.  It sure seems odd though.
If you attack a ship dealer and then talk to him while he's trying to run away, he uses his default dialog instead of begging for his life.
When you're blind, you can still look at individual squares that would be in your line of sight and you can see if people are there, and your gun also still displays line of sight blockage, so you can sort of radar your way past obstacles.  I kind of like this though, because being blind is completely unbearable.
You also can't enter your ship when completely blind, which I assume has to do with not being able to use terminals when blind, but I don't know if entering the ship was supposed to be affected.
For about a minute before my wingman told me his time was up, I would be kicked out of autopilot whenever I tried it.

Everything Else / Microsoft can't sell Word
« on: August 13, 2009, 08:24:25 PM »

Quite frankly, I think Microsoft got screwed.  I don't get how the XML standard, created in 1996, can possibly fall under a patent from 1998.  But I'm no patent expert.  What's your opinion?

Though you can lock on to ships off of the screen, I find it hard to tell whether I'm aiming at them enough to be getting a lock-on.  I'd like it if there was some indicator on the target display thingy for when you are locking on, similar to how it says LOCK once you are done locking on.  My recommendation is four vertical dots, maybe with some fancy flashing effect.

Pages: [1] 2