1
Bug Reports & Support / Re: Fuel usage math?
« on: May 04, 2012, 08:46:40 PM »
Osm. Thank you!
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
When ships go through nebulas their speed is continuously sucked off.
This idea comes up a fair bit. I think it could work - but the damage type might not be the problem. It's more of an issue with how the AI deals (or can't deal) with being saturated with close-range MG fire.
Broadswords have the same issue - really, right now they can lock down an Enforcer, but with more clever shield (non) use, an Enforcer can handle multiple wings with ease. So, I'd rather take another look at that part of the AI, instead of taking a hacksaw to the machine gun line of weapons. Some changes to them might still be due, but I suspect it's not nearly as drastic a problem as it seems right now.
Something else to consider: if the MGs become fragmentation, what's left to differentiate them from the Vulcan cannon? Right now, the MGs have a lower DPS (thus, worse vs missiles), but are more versatile.
I think you have misunderstood the game for a "space sim".