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Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 20, 2015, 07:07:06 AM »
the problem with civilvian grade ships weak/vulnerable sensors is that civilian grade ships suck and further suckifying them is already tipping the scale against avoiding them outright.
in particular, one of the key times to use civilian grade ships (when you need your first transport cargo but can't afford anything good so you buy a mudskipper) is apparently when this penalty is the most egregious (i think) and also the time when you're most vulnerable to gettign wiped by by gank faste attack pirates so all of that's real bad.
In general i oppose anything that nerfs your stealth and sensor strength since there's already so many dangers and penalties in regards to these systems in terms of emergency burning/beaconing/environmental effects on and on and on that just adding more on top of it is griefing and pretty gratitutous griefing at that (sensor dynamic penalties are pretty estoric and unfun). same goes for augmented engines, uh those things already cost a crap ton of ordanance points and now your blinding the ships in addition? Wow... Also augmented engines weaken your sensors but jury rigged unstable injectors (the initial mod) don't? makes no sense
If you MUST add difficultly through stealth/senor penalties, do the following: add a penalty based on the fleet point RATIO of military to civilian. For example, if you have one frigate and one civilian, there's is little to no penalty to your sensors. If you have one frigate and ten mudskippers, the penalty is maxed out. Basically, military ships have the ability to mask and augment the sensor profiles of civilian ships through their algorithims w/e. This penalizes people that are flying low cost high profit fleets of buffalos or w/e which is what you expect and rewards those who have proper escorts. This also opens a roll for EWARS ships specifically designed to mask and augment a large number of civilian ships.
in particular, one of the key times to use civilian grade ships (when you need your first transport cargo but can't afford anything good so you buy a mudskipper) is apparently when this penalty is the most egregious (i think) and also the time when you're most vulnerable to gettign wiped by by gank faste attack pirates so all of that's real bad.
In general i oppose anything that nerfs your stealth and sensor strength since there's already so many dangers and penalties in regards to these systems in terms of emergency burning/beaconing/environmental effects on and on and on that just adding more on top of it is griefing and pretty gratitutous griefing at that (sensor dynamic penalties are pretty estoric and unfun). same goes for augmented engines, uh those things already cost a crap ton of ordanance points and now your blinding the ships in addition? Wow... Also augmented engines weaken your sensors but jury rigged unstable injectors (the initial mod) don't? makes no sense
If you MUST add difficultly through stealth/senor penalties, do the following: add a penalty based on the fleet point RATIO of military to civilian. For example, if you have one frigate and one civilian, there's is little to no penalty to your sensors. If you have one frigate and ten mudskippers, the penalty is maxed out. Basically, military ships have the ability to mask and augment the sensor profiles of civilian ships through their algorithims w/e. This penalizes people that are flying low cost high profit fleets of buffalos or w/e which is what you expect and rewards those who have proper escorts. This also opens a roll for EWARS ships specifically designed to mask and augment a large number of civilian ships.