Not to pressure or rush the update, but do we have a rough eta when the next patch will roll out? I was thinking of starting up a new save over spring break, but it'd be a bit of a downer to start a save and have to trash it if the next version rolls out in like a few days
Very soon(tm)
that's actually a good question. I don't think there are any ships in vanilla with no extra crew capacity/skeleton crew > than max, but what happens for things like remnant ships or ships that have a higher skeleton crew?
Specifically regarding those d-mods, they don't get them. Well, they can get the Increased Maintenance d-mod, but the max crew capacity aspect of it wouldn't matter since it's zero.
There area few - Buffalo Mk II with converted hangar costs more crew than its capacity. Presumably they are in spacesuits on the outside of the hull pushing Talons off by hand.
... yes.
(A more in the spirit of things explanation is that the crew rotate off the ship after their duty shifts end, that sort of thing.)
Ty Alex.As a relative newcomer to this game,I was blown away by the quality and the content and these patch notes seem to be increasing that quality even more.Great job!
Thank you! Also - hi, and welcome to the forum
One question:Are there any plans for out-of-combat game mechanics(like sensor strength/profile) or burn speed to matter at all in combat???
There aren't, no - those stats are entirely separate for a reason. Trying to balance those kinds of values with two entirely different sets of demands on them would be a nightmare.
Although reduced OP cost is obviously the step in the right direction. There are other problem with it. Thumper is a burst based weapon and as such has very high "per click" flux cost - 600. What is quite noticeable for a "medium slot filler" tier weapon. Changing it type to simple sustained auto with the same dps will make it much more suitable for its role. If, for some reason, another simple auto weapon is considered as too boring, ammo variant can be implemented (like in Autopulse Laser). Both methods will provide much better flux control without too much work to implement them.
Hmm - "Big burst" is kind of its nature, though - what makes it tactically interesting to go up against in its own way. I don't particularly want to re-work how it *works* as I'm happy with that aspect of it.