Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Always nice to see a blog post up when you check up on the game I really like the way it sounds although I would like it if the phase ships were harder to detect, perhaps they should start off more or less invisible (or there actual size be hidden) and then become more visible as they stay phased or there phase-in/ phase-out could be adjusted. Would having anti-phase weaponry that dephases a phased ship work (this could be just a weapon that acts as a sonar pulse that reveals all phased ships, could be put on a phased ship who has to decide to look for other and reveal my position or stay hidden)?Would having different levels of phase each with its own advantages and disadvantages (e.g. fully-phased: invisible - but cannot see as far, goes slower or builds flux faster;) If I remember my submarine history correctly I think Alex may have actually created what WWII subs were like, other than the being visible while submerged. The submarines of that period, at least to a certain degree, not truly at home under the water, moved faster on the surface, and had to surface relatively often when compared to modern subs (due to limited air replenishment, engine tech, and torp tech).
quick question what is seen by the opposing side, and the AI, of the phased ship? Just the "anchor", the entire ship, vague outline, weapons, orientation, etc ?
I'd actually say it does add enough to the game to warrant the needed complexity for gameplay purposes, just to have more immersive and interesting phase-gameplay.
Well, I'd actually like to see entirely phase out ships, because that's what my subconscious keeps telling me that they are and should be doing, but in the other hand, here's this feature which really doesn't give you as much of a cloak and only gives you the ability of not being hit. That's not really what I had in mind when I thought "phase ships"
Quote from: intothewildblueyonder on July 12, 2012, 02:26:22 PMquick question what is seen by the opposing side, and the AI, of the phased ship? Just the "anchor", the entire ship, vague outline, weapons, orientation, etc ?Just the same as you see. EX: The pic in the blog post.
I don't really see how it benefits us at all. KISS (Keep It Simple, Stupid) as a principle works pretty well in Starfarer. Let's hash the system out in its current form before adding needless complexity. I'm not even completely sure how what you're advocating would really help gameplay.
Alex, I've got a quick question: how does missile targeting interact with phase ships? More specifically, are missiles able to track a phased ship, or will their engines shut off when their target enters p-space? My question mostly relates to pilums, since most other missiles don't have enough range to loop around and make a second pass at their target if they miss the first time.
Alex on multiplayer
Quote from: Squigzilla on July 12, 2012, 10:13:08 PMAlex, I've got a quick question: how does missile targeting interact with phase ships? More specifically, are missiles able to track a phased ship, or will their engines shut off when their target enters p-space? My question mostly relates to pilums, since most other missiles don't have enough range to loop around and make a second pass at their target if they miss the first time.they loop around and make a second pass
Well now that there is phasing I don't have to feel as bad about filling up a ship with tach-lances. I can always tell myself that I could be snuck-up on approached-by by a ship with phasing.