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Discussions / Re: Nexus 2 on Kickstarter! Help fund the most engaging tactical 3D space game ever!
« on: October 05, 2012, 12:17:11 PM »
if only they jumped onto the bandwagon sooner
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
It's totally possible for things to burn in space. How do you think rocket engines work?
that's not "in space", that's "inside the missile located in space". of course it can burn since it's located on the inside of something. when the fire is directly outside, it cannot burn since it has nothing to fuel it.Quotebut something like a "incendiary gel round",
read the expanded hellbore cannon lore in the codex.
Sorry, but you are just wrong
"If something is in space but sealed in an airless container it will burn, but if it is in space with no air and no container, it wont burn."
The oxides or whatever(they contain oxygen) in the fuel allow it to burn without gassified oxygen
Its entirely possible to get things to burn in a vacuum if they carry along their own components: gunpowder will detonate just fine as it carries its own carbon and nitrates (that contain oxygen). But really it doesn't matter at all how "realistic" something is.
The question that matters: Should a damage over time effect be included in Starfarer? What does it add to the gameplay?
I'm against damage over time because I can't think of how it will add to gameplay. If people want to change my mind with interesting examples then feel free.
AP's are good against cruisers and most low-tech ships but I find that most caps can just soak up the damage with shields.
It's totally possible for things to burn in space. How do you think rocket engines work?
but something like a "incendiary gel round",
My point still stands.
Who cares that it's in production if there's no gameplay or information released at all? Not even telling us if it's on the same crap engine or not.
Er?Quotestop bashing it
The one thing that DID make loads of sense in this book was the presence of a factory-ship to produce supplies for the fleet it was part of...But space is largely empty and you won't find much out there to begin with.
Say whatver you want but the bigger a fleet is, the more logistical support it needs, and having a fleet make all the road back to a specialised space station instead of just making what they need off what they can find by themselves is just a straight up *** idea...
For extended exploration some small degree of self sufficiency via production of basic materials (refinery for fuel, most common & basic spare parts production and water/oxygen extractors) would make some sense but otherwise it would be better to just pack more supplies than waste space on tools to make the supplies out of... well, unfinished supplies that needs to be put together. Unless space traveling tech uses fuel that is readily available throughout the galaxy and can easily be refined on the spot, then having mobile refinery would make sense but that's pretty unlikely imo.
Then again a large fleet for extended exploration makes zero sense to begin with... would rather go with small unmanned drones which saves heaps on cargo since you don't have to feed/shelter anyone, which takes loads of supplies on its own.
then you'd rather loose an entire fleet due to fuel shortage rather than spare the OP to have a ship to PREVENT that scenario ?
In the finished game fuel WILL be needed to jump from sector to sector, hence if you didn't have a ship to produce fuel out of supplies and you run out you're pretty much f*cked.
I'm suggesting this as a way for orbital bombardment and a way to eliminate "fixed" defences such as space stations in orbit.
The projectiles aren't actual rocks. They're basically giant bullets. The projectile is launched from a set distance. And after a time nails the target. This of course would be useless against ships because ships could dodge it rather easily.
It's funny that people are defending that pos of an advertisement here when even the folks on Taleworld's thought it was stupid.