Starsector > Announcements
Starsector 0.6.1a (Released) Patch Notes
TimeDiver:
One more 'holy ***!' for the echo chamber, but now for a slight c-c-c-combo breaker!
This is likely the wrong forum to post this, but based on the following response of yours to a now-months-old topic:
--- Quote from: Alex on February 15, 2013, 12:18:31 PM ---No, that doesn't work. There's no concept of "admiral" in the mission fleets. ... maybe there should be. I'll see if I can make some time to take a look at that at some point :)
So, as of now, any skill with "fleetwide" effects won't work like this, either, since those only work for the admiral. Only "piloted ship" effects will apply.
--- End quote ---
This is directly related to my own question in the 'Misc modding questions...' topic; didn't realize it at the time, though. *facepalm*
All that said, has any further thought/coding gone into that, Alex?
Ishman:
--- Quote from: Alex on September 19, 2013, 07:35:15 PM ---Changes as of September 19, 2013
* Frigate CR:
* "Peak performance" changed to "peak active performance", only reduced while ship is doing something - firing weapons, using shields, using a system/has drones deployed, etc. Not reduced while just moving.
* So: no hiding to wait out another ship's CR, and no penalty for using a frigate as a command ship and only engaging targets of opportunity
* New hullmod: "Hardened Subsystems". Increases peak active performance time by 50% and reduces subsequent CR degradation rate by 50%.
--- End quote ---
This should fix a lot of my issues with high-tech frigate usage.
Alex:
--- Quote from: TimeDiver on September 19, 2013, 08:05:06 PM ---All that said, has any further thought/coding gone into that, Alex?
--- End quote ---
No. It's one of those low-priority items that, well, I'm not sure when/if I'll find the time for it.
--- Quote from: BillyRueben on September 19, 2013, 07:55:24 PM ---So that's a pretty big deal. Especially now that the bonus applies to the frigates and fighters.
--- End quote ---
Yeah. The idea is to have its impact on direct combat reduced a little while keeping/improving the impact it has on large ship mobility. Seems like a more interesting choice that way.
--- Quote from: icepick37 on September 19, 2013, 07:55:28 PM ---Will miss dual engine upgrades, but I TOTALLY get it, haha.
--- End quote ---
Don't worry, the Hound is still the fastest frigate :) Along with the Tempest, that is.
@Ishman: Hmm. Having looked at that thread, it seems like that doesn't affect it much, does it? (Important note: the "etc" includes the peak performance ticking down while the ship has non-zero flux. So, any type of damage-dealing is still controlled by peak performance.) But perhaps I'm missing another aspect of what you were talking about.
Vind:
Excellent changes.
leonvision:
cool, maybe ill finally get my Sunder now.
also, Alex, what are you opinions on a update dedicated on adding more hulls and weapons into the game. i know the game's still in Alpha and mostly focused on adding more mechanics and features in the game right now, but having more hulls and weapons to play with would be nice.
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