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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Frigate CR reduction after 3 minutes  (Read 5891 times)

StahnAileron

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Re: Frigate CR reduction after 3 minutes
« Reply #15 on: September 17, 2013, 11:57:24 PM »

Actually, would it be possible to have the CR timer start AFTER burn-in deployment is done? I've noticed the timer is ticking when I'm jetting in on "travel drive". This can take up valuable seconds (especially in chase scenarios - you "lose" several seconds at the beginning since you can't control the ship(s)). I can kinda see how this works out: frigates need to be fast and get their jobs done quickly. At he same time, my logic is: I'm in "travel mode" still, so why is my time-limit starting before I can even do anything?

On the flip-side, I can imagine the "lost" time as, "All hands, man your stations! Dropping from travel-mode directly into combat in 10... 9... 8..." scenarios for chase scenes since the player is instigating it. Still, it feels like an overall "loss".

Your thoughts?
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Darloth

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Re: Frigate CR reduction after 3 minutes
« Reply #16 on: September 18, 2013, 05:29:48 AM »

The burn in time is never longer than a few seconds, so it's never bothered me.  Even on the shortest current timers, I don't really feel 3-4 seconds is going to make a big difference.

I have nothing against it though, if it were implemented then presumably you would be happier, and I certainly wouldn't complain.
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Cosmitz

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Re: Frigate CR reduction after 3 minutes
« Reply #17 on: September 18, 2013, 01:14:44 PM »

To be fair you do have a lot of leeway even after it ticks all the way down to still use the frigate efficiently.
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Wyvern

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Re: Frigate CR reduction after 3 minutes
« Reply #18 on: September 18, 2013, 01:27:56 PM »

Well, I'd much rather just remove the "wait 2 minutes before there's an engagement" case, which shouldn't be there in the first place. It makes no sense for 3 frigates to fight on a huge map with objectives.

Not that it's a bad idea, but it's an extra rule that needs to be explained. And if that's not necessary, why go there?

I think I should make a utility mod that adds one new hull mod:

Reinforced Combat Limiters: costs 6/12/18/30 ordnance points, reduces all combat stats, reduces CR cost of deployment by 50%, causes frigates to not lose time / CR when at zero flux.
Combat stat reductions would probably look something like: -20% firing rate & flux dissipation, -40% max flux, -20% top speed & maneuverability, -90% zero flux speed bonus.
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Wyvern is 100% correct about the math.

dmaiski

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Re: Frigate CR reduction after 3 minutes
« Reply #19 on: September 18, 2013, 02:24:11 PM »

I have never really had a problem with this, although since most of my frigates are wolf class 2xAntimater blaster frigs that kill destroyer class ships with 1 shot and are crazy fast.

but genraly speaking you should have at least 2 frig, maybe more per deployment (i usualy have 6-10 in my fleet)
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

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its like a mouse pad but better!
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