Unofficial Weekly Discussion #2: Player Roles

Discussion about PULSAR: Lost Colony including talking about factions, classes, ship systems, playstyles, etc.
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EngBot
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Unofficial Weekly Discussion #2: Player Roles

Post by EngBot » Fri Dec 21, 2018 1:25 pm

This weeks discussion is going to be about the various playable roles of Pulsar.
Favorite parts, least favorite, race/role combos, etc.

hopefully this one becomes a discussion where people actually talk and share opinions and ideas.
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EngBot
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Re: Unofficial Weekly Discussion #2: Player Roles

Post by EngBot » Fri Dec 21, 2018 1:50 pm

I personal favorite thing is going engineer as a robot due to me running the reactor down to about 5-10% stability before cooling it down. Not having to worry about the radiation the reactor starts putting out is nice, but scares people how enter the area to help cause "the reactor is going to explode" just to start dying to the rads.
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Edinstein
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Re: Unofficial Weekly Discussion #2: Player Roles

Post by Edinstein » Wed Dec 26, 2018 6:03 pm

I'm fond of weapons specialist and Sylvassi, especially if your crew is prone to boarding. Cloaking up and infiltrating your way through the enemy ship always puts a smile on my face! :)

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Re: Unofficial Weekly Discussion #2: Player Roles

Post by Nick106 » Thu Dec 27, 2018 2:43 am

I’m a fan of engineer and scientist considering they provide significant buffs to the ship and the Sylvassi are indeed the race for boarding. Taking other ships is a hobby :twisted:

Bullethead
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Re: Unofficial Weekly Discussion #2: Player Roles

Post by Bullethead » Mon Dec 31, 2018 7:25 am

I enjoy being the captain. I've always wanted to be Capt. Kirk and now I kinda can ;)

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Re: Unofficial Weekly Discussion #2: Player Roles

Post by Kersakof » Wed Jan 09, 2019 3:03 am

I feel like the captain has too little to do in combat other than just sit there. Every other role usually has something to do, and I get that. The captain makes the decision, plots the course, etc. but he just... sits there.

But the captain can get on a turret and shoot! So can the auto aim as the pilot ducks and weaves between the enemy ships.

The captain can help the other crew members with their tasks! An engineer is more likely to be miffed if a captain goes over and starts screwing around in their work space. Along with a scientist getting a sensor lock and getting off the dish to see a captain sticking his nose into the screen and targeting things the scientist doesn't want them to, etc. more damage to the engines instead of the weapons.

I think it'd be nice to sit in the captain's chair and it shows some kinda screens or something at least. Maybe not give the Captain something extra to do in the fight, but he's the one that can monitor everything on the ship rather than relying on a ship with a good layout in front of the chair. Hell, maybe even when he presses spacebar he gets a orbital view like the pilot or scientist of the ship, so he can help direct the combat or spot things like research on asteroids while everyone is too busy to notice.

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Re: Unofficial Weekly Discussion #2: Player Roles

Post by Bullethead » Fri Jan 11, 2019 2:42 am

I agree that the Captain should have some sort of "big screen" view of what's going on outside. It's impossible to make good tactical decisions without situational awareness and there's essentially zero of that right now that I can find.

In general, I find the Captain's chair useless. All you can do from it is issue general orders and interact with LRC, but you can also do those things without being in the chair. And when you're in the chair, you can't push any of the buttons on other consoles, such as blind jump (assuming that's what you want to do) and Skip Warp (if you have a bot engineer).

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Edinstein
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Re: Unofficial Weekly Discussion #2: Player Roles

Post by Edinstein » Fri Jan 11, 2019 4:08 pm

We would really like to add more to the captain's chair, perhaps in the way of screens or some other additional information the captain can access while seated. It's not in our short-term plans, but certainly on our wishlist.

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Re: Unofficial Weekly Discussion #2: Player Roles

Post by John Nada » Fri Jan 11, 2019 9:25 pm

A command screen to bypass the "Z" one with the main orders would be more immersive as a proximity map/radar to select enemy ship or at least the list. The captain is the only one who need to do things not on screens but in his "Z" panel.

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Re: Unofficial Weekly Discussion #2: Player Roles

Post by Bullethead » Fri Jan 18, 2019 10:43 pm

John Nada wrote:
Fri Jan 11, 2019 9:25 pm
A command screen to bypass the "Z" one with the main orders would be more immersive as a proximity map/radar to select enemy ship or at least the list. The captain is the only one who need to do things not on screens but in his "Z" panel.
From what I can tell (I'm an ignorant noob so I might well be missing something), the pilot can only see straight ahead like mule with blinders. The gunners can only see within the arcs their turrets bear. And the science officer can only see in the direction the scanner dish is pointing. The engineer can only see what his various energy-related displays tell him. Seems to me that all these separate data points from the different perspectives could be combined into 1 master view of the overall situation as known to the ship, and only available from the captain's chair. So the captain ends up being the combined eyes of the ship can can tell the pilot to steer a given direction for best tactical advantage, and all similar things that having a better perspective can bring.

Right now, as captain, I get a list of badguys down the right edge of the screen but can't see any of them because my chair has no windows and no screen displaying the tactical situation. So I'm largely useless for my intended role of guiding the ship to best advantage.

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