Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Author Topic: Phase/VLRM/Repair Station etc.  (Read 5121 times)

TheCornerBro

  • Lieutenant
  • **
  • Posts: 77
    • View Profile
Phase/VLRM/Repair Station etc.
« on: March 18, 2012, 03:43:37 PM »

So I was goofing around in the sprite section looking for stuff to attempt and make a ship sprite from and I noticed a bunch of sprites that weren't currently in use in the game such as: Repair stations, repair drones, phase frigates, and 3 stage vlrm's.
Any insight as to what role these will play in the future?
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 25721
    • View Profile
Re: Phase/VLRM/Repair Station etc.
« Reply #1 on: March 18, 2012, 03:45:05 PM »

These are not the sprites you're looking for, move along.

:)
Logged

Kahabut

  • Lieutenant
  • **
  • Posts: 62
    • View Profile
Re: Phase/VLRM/Repair Station etc.
« Reply #2 on: March 18, 2012, 04:11:50 PM »

LOL

One could probably make the obvious deductions as to the use of such sprites.  ;)
Logged

CrashToDesktop

  • Admiral
  • *****
  • Posts: 3879
  • Quartermaster
    • View Profile
Re: Phase/VLRM/Repair Station etc.
« Reply #3 on: March 18, 2012, 04:21:04 PM »

Ah, the mysteries of the future.....huhuhuhuh.
Gonna be exciting once we know what some of the sprites will server for. ;D
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

arwan

  • Admiral
  • *****
  • Posts: 669
    • View Profile
Re: Phase/VLRM/Repair Station etc.
« Reply #4 on: March 18, 2012, 05:17:22 PM »

lol i was just watching star wars clone wars before i came here.
Logged
Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Acolnahuacatl

  • Ensign
  • *
  • Posts: 19
    • View Profile
Re: Phase/VLRM/Repair Station etc.
« Reply #5 on: March 19, 2012, 11:22:03 AM »

I noticed these a while back, when they turned up in a blog post with a huge set of other ship designs ( link ) - even more than are actually included in the "graphics" folder. But for anyone that wants an attempt at explanation, wild speculation BEGIN:

The phase ships are pretty clearly all designed around the main "glowy bits", so they're almost certainly specialised; but they still have weapon mounts and are named as "assault" and "strike" frigates, so they aren't purely utility ships in the same way that freighters, tankers and munitions ships are - they're meant for combat, but they're still doing something differently. Now, whilst phase stuff has been around for a while, in 0.5a we got the Phase Charge Launcher, which is "excellent at p-space ship hunting" and has a "p-space microcloak". With that in mind, I'm pretty sure these ships have cloaking devices or travel in some sort of "alternate dimension"-y thing called p-space.

As for the munitions ships, Alex has said before that these are supposed to provide ammo in combat - but, for reasons that aren't too hard to imagine, they aren't particularly easy to balance: as things stand, such ships take up deployment and fleet points, but ammo isn't a pressing concern very often at the moment (and certainly not worth the cost of slowing your fleet down with an extra ship). I imagine the repair drone does what it says on the tin - repairs ships; but this, too, seems hard to balance, and probably wasn't added in because it's not ready yet. The construction rig seems different, though, and even less combat-ready. Personally I imagine this being used to set up outposts: but I could be wrong, and it could just be a giant repair drone. Likewise the Ox, which has the mining/repair look, but lacks any further clues.

As for the weapons/missiles, most of these are either old sprites or unknowable. It's also worth noting that there are about 6 unused crew sprites, too.
« Last Edit: March 19, 2012, 11:28:25 AM by Acolnahuacatl »
Logged

icepick37

  • Admiral
  • *****
  • Posts: 1788
  • Go.
    • View Profile
Re: Phase/VLRM/Repair Station etc.
« Reply #6 on: March 19, 2012, 11:29:00 AM »

I'd imagine implementation more than anything are holding these up.
Logged
“I [may] not agree with a word that you say, but I will defend to the death your right to say it”
- Voltaire

Simberto

  • Ensign
  • *
  • Posts: 39
    • View Profile
Re: Phase/VLRM/Repair Station etc.
« Reply #7 on: March 19, 2012, 12:40:26 PM »

I seem to remember a statement by Alex somewhere where he mentioned that they planned to include "space submarines", going with the idea that those phase ships do indeed cloak, they may very well fit that role. Going with the naval combat theme, there might be things like depth charges and sonar which detect and combat those phase vessels.

For example, the phase vessels could be invisible and/or even unable to interact with usual matter when they are phased, then surface to launch a strike on unsuspecting ships, just to phase out again. Then you could use some sort of pulse to detect them for a small moment (if phased ships do that, their position becomes known too), and depth-charge-like weapons which are highly effective at killing phased ships (maybe you can't have shields up while phased) if you manage to hit them.

Of course, that sort of thing is probably a hell to balance properly, but it also allows for fun stuff besides the actual combat implications, like baiting pirates with a small fleet of freighters and lots of phased ships (or having that happen to you). And if it works properly, it can also add a whole lot to the actual combat.
Logged

Nanostrike

  • Captain
  • ****
  • Posts: 357
    • View Profile
Re: Phase/VLRM/Repair Station etc.
« Reply #8 on: March 19, 2012, 12:50:13 PM »

As for the munitions ships, Alex has said before that these are supposed to provide ammo in combat - but, for reasons that aren't too hard to imagine, they aren't particularly easy to balance: as things stand, such ships take up deployment and fleet points, but ammo isn't a pressing concern very often at the moment (and certainly not worth the cost of slowing your fleet down with an extra ship).

It's only "Not a pressing concern" if you don't field a lot of Strike Frigates.  I drool at the thought of my Frigates having access to as many Reapers and Atropos as they want...
Logged

arwan

  • Admiral
  • *****
  • Posts: 669
    • View Profile
Re: Phase/VLRM/Repair Station etc.
« Reply #9 on: March 19, 2012, 01:58:11 PM »

i imagne we could use actually ammo for our ammo weapons instead of automatically getting magic bullets to resupply after every battle or using repair/supplies for them. so that would give the ammo ship a nich where it could hold more ammo (seperate inventory) than what you could normally using the current inventory system. and possibly use ammo drones to re supply in combat. ( assuming combat gets longer with possibly larger fleet engagments AKA deployment points and larger maps)
Logged
Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.