Thursday, 3 May 2012

Starfarer: 0.52a


Finally, the game has music now! I know its technically realistic for the deep dark void of space to be silent as the grave, but it was getting dull just gliding around without any sound. The one track in the game so far, composed by Stian Stark, really nails the feel of the game's post- civil collapse setting. Hopefully, there's more to come.

There's a plethora of balance changes, tweaks and bug fixes that just came in.

(They can be seen here http://fractalsoftworks.com/forum/index.php?topic=1869.0)

To test out every feature of the new build, I deleted all of my saves and started afresh. Early on, I got an heavy burst laser (or HBL), and the new 'charges' system was interesting. The HBL has 3 shots which can be fired off in quick succession, and they recharge at a slow rate. After the three charges have been used, continuing to fire will only allow you to fire it at the same rate that it regenerates. It adds a cool 'hit and run' mechanic and makes it a much better point-defence weapon, without being too imbalanced.

One of the more interesting changes is the implementation of 'accidents' as a means to limit inventory. In most games that have an item storage of any description, an arbitrary weight or space limit has been tacked on the end; as if that final crate was the straw that broke the camel's back. In Starfarer, we're now given an alternative, one that makes you think. Once you go over a certain limit, instead of your loot hands being tied, you increase your accident risk. This means that each day that passes, there's a chance that one of your excess weapon containers might disconnect and collide with your crew's living quarters. Ouch. There are other examples than this one, of course. It's refreshing to be given an alternative that adds an extra gambling factor. This could make for some great gameplay on the freight side of things. Do you leave that extra crate of weapon components to make the trade safer, or do you gamble your stock in the hope to make a huge profit?

Anyway, to avoid getting punished for being over the limit, I got my hands on an Atlas-Class Super Freighter. It's slower than a crippled sloth dragging itself through a tar pit, but my cargo worries are over now. It also has a flight deck, so it's not entirely useless in the field.


My Flagship (Left) and my Transit Van (Right).
There's still that annoying problem where the lesser enemy groups just run from you, of course. However, Alpha is Alpha, and it's only fair to look at this game for what it is rather than what it isn't (yet).


I'm looking forward to playing through this, and to getting my hands on the next patch.

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