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

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Author Topic: Starfarer 0.52.1a (Released) - Patch Notes  (Read 132810 times)

IIE16 Yoshi

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #90 on: May 17, 2012, 03:18:44 PM »

Obviously the vent gases are noxious. :)

Perhaps that could be turned into a thing

Ships getting caught in a another ship's venting will get burned by the (presumably) plasma being shed. Ships with better flux hurt more, due to being able to shed the plasma faster.

Pesky frigate overloading your battleship's shields? No matter, vent, and BURN HIS FACE OFF!

I hope that it will just be an aesthetic piece, the burnt scars on a ship, because if it really showed as damage, then that would be an Op thing, since it removes the vulnerability of venting (which is supposed to be there)

It still means your ship is helpless while it's venting, just that ships caught in the way will get burned by it too, so more fool them for getting into knife-fight range.
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Temjin

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #91 on: May 17, 2012, 04:36:41 PM »

Obviously the vent gases are noxious. :)

Perhaps that could be turned into a thing

Ships getting caught in a another ship's venting will get burned by the (presumably) plasma being shed. Ships with better flux hurt more, due to being able to shed the plasma faster.

Pesky frigate overloading your battleship's shields? No matter, vent, and BURN HIS FACE OFF!

I hope that it will just be an aesthetic piece, the burnt scars on a ship, because if it really showed as damage, then that would be an Op thing, since it removes the vulnerability of venting (which is supposed to be there)

It still means your ship is helpless while it's venting, just that ships caught in the way will get burned by it too, so more fool them for getting into knife-fight range.

...except this will also damage missiles and fighters coming your way, which reduces your vulnerability. Not a good idea.
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Radradrobot

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #92 on: May 17, 2012, 07:38:03 PM »

Random thought on the augmented engines hull mod.  The engine augmentation messes with with the vents, right.  What happens when you are not thrusting forward or reverse?  Would the engine not reture to a normal vent rate?  The engine could be cooling down when not in use during a fight.  Vents would return to normal after a certain time, 15-30 seconds.  What happens with the engins when they are damaged to a certain point made me think of this possiblity.  Showing you how much more your engines can endure before they flame out.

Thank you for your time reading this.  I just had a random thought on that bit of this amazing piece of software!
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neonesis

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #93 on: May 18, 2012, 03:40:41 AM »

Random thought on the augmented engines hull mod.  The engine augmentation messes with with the vents, right.  What happens when you are not thrusting forward or reverse?  Would the engine not reture to a normal vent rate?  The engine could be cooling down when not in use during a fight.  Vents would return to normal after a certain time, 15-30 seconds.  What happens with the engins when they are damaged to a certain point made me think of this possiblity.  Showing you how much more your engines can endure before they flame out.

Thank you for your time reading this.  I just had a random thought on that bit of this amazing piece of software!
Nice idea, but for me, augmented engines means that certain amount of space required for increasing thrust is taken from space available as vents. It's not something flexible, it's built in ship's hull. Essentialy, you take vents out of your ship, and insert additional engines there.
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Radradrobot

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #94 on: May 18, 2012, 09:07:01 AM »

Random thought on the augmented engines hull mod.  The engine augmentation messes with with the vents, right.  What happens when you are not thrusting forward or reverse?  Would the engine not reture to a normal vent rate?  The engine could be cooling down when not in use during a fight.  Vents would return to normal after a certain time, 15-30 seconds.  What happens with the engins when they are damaged to a certain point made me think of this possiblity.  Showing you how much more your engines can endure before they flame out.

Thank you for your time reading this.  I just had a random thought on that bit of this amazing piece of software!
Nice idea, but for me, augmented engines means that certain amount of space required for increasing thrust is taken from space available as vents. It's not something flexible, it's built in ship's hull. Essentialy, you take vents out of your ship, and insert additional engines there.

I see what you mean.  It makes since.
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Vind

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #95 on: May 18, 2012, 11:05:28 PM »

Augmented engines is nice improvement in ship survivability, especially then ship is AI controlled. Meager flux penalty vs vastly improved speed on frigates or destroyers. Excellent upgrade as it is - dont need to be better.
« Last Edit: May 18, 2012, 11:07:04 PM by Vind »
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Thaago

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #96 on: May 19, 2012, 09:33:01 AM »

I think Augmented Engines is good and the decreased flux makes thematic sense. I also think its a little pricey considering how big the flux penalty is. I still use it sometimes, but not very often.
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Tarran

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #97 on: May 19, 2012, 12:30:32 PM »

Personally, I think AE is a pricey trade-off. I can certainly see some use in it, but the OP cost along with the flux cost kinda kills it's use in a way. I almost never use it in the latest versions.
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Darloth

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #98 on: May 19, 2012, 05:00:05 PM »

Augmented engines is very good for ships you don't really want to actually fight with - like freighters, that you're ordering around for their cargo space.

That way they don't slow down the fleet much, and you really don't care about how bad it makes them in a fight because they were already awful.

Venting should totally create temporary nebula though. Thatd be awesome.

I like this idea, I think that would be really neat.
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Radradrobot

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #99 on: May 20, 2012, 06:30:29 AM »

Venting should totally create temporary nebula though. Thatd be awesome.

I like this idea, I think that would be really neat.
[/quote]

That sounds interesting.
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jacobgr43

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #100 on: May 20, 2012, 03:50:29 PM »

There's a contradiction in the Assault Chainguns codex, the description of the Assault chaingun states that it can fire nearly 800 rounds per minute when the actual specs state that the Assault chaingun has a fire rate of 400 rounds per minute.
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Alex

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #101 on: May 20, 2012, 04:10:30 PM »

There's a contradiction in the Assault Chainguns codex, the description of the Assault chaingun states that it can fire nearly 800 rounds per minute when the actual specs state that the Assault chaingun has a fire rate of 400 rounds per minute.

Thanks - left over from when it did, in fact, do that :)
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Tarran

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #102 on: May 20, 2012, 05:46:41 PM »

Awww, why did you change that? It would have been awesome to see 1.2 rounds per second from each gun filling the screen with hot lead. :P
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Thaago

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #103 on: May 20, 2012, 08:40:24 PM »

Well 800 rounds per minute is 13.333 rounds per second, or 1 round every 4-5 frames running at 60 fps. Thats a looot of projectiles :D
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Psycho Society

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Re: Starfarer 0.52.1a (Released) - Patch Notes
« Reply #104 on: May 21, 2012, 01:54:24 AM »

I like the assault chain gun better now than at any point in the past. I didn't used to like it, but now it's just such a beast.
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