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Author Topic: Starfarer 0.53a (Released) Patch Notes  (Read 370625 times)

Upgradecap

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #105 on: June 13, 2012, 03:31:27 PM »

That brings a question to mind. If the engines are disabled, can the burndrive still activate or is it useless until the engines are back online?

I believe you cannot use it until the engines are repaired.

Also, i think you cannot teleport outside of the map, but that's just me rambling...
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noego

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #106 on: June 13, 2012, 05:52:00 PM »

The economy needs to be implemented. Though that's probably a boring and complicated thing. But makes my eyes sparkle!

Complicated? Certainly. Boring? Certainly not!


[/quote]

Dat attitude. The world needs more of it. Keep it going. Thanks!
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Vandala

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #107 on: June 13, 2012, 08:24:59 PM »

I believe you cannot use it until the engines are repaired.

Also, i think you cannot teleport outside of the map, but that's just me rambling...
I'll bet it possible with the Phase Skimmer, but you probably end up with similar results as just moving to the edge of the map.

Hmm, I hope the ships that have the Phase Skimmer skip at different distances, with the smaller ships skipping much further distances.

EDIT: I hope the distance is not dependent on your current movement speed.
« Last Edit: June 13, 2012, 08:27:41 PM by Vandala »
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Avan

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #108 on: June 14, 2012, 09:33:54 AM »

 :D
I see we finally get custom engine stuff!

(Sorry, am pretty inactive atm due to finals & stuff)

Faiter119

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #109 on: June 14, 2012, 11:29:41 AM »

That ECCM hullmod sounds friggin awesome. Finally i can hit those hounds with my harpoons! I hope
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Upgradecap

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #110 on: June 14, 2012, 12:30:02 PM »

That ECCM hullmod sounds friggin awesome. Finally i can hit those hounds with my harpoons! I hope

Good luck making those missiles catch him....

Not talking about his new flare system.


In other words:   The hound after the update will be the ultimate "troll and rage-inducing machine to ever exist"
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Thaago

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #111 on: June 14, 2012, 12:51:23 PM »

Quote
EMP Emitter - targets missiles and nearby ship's weapon and engine subsystems, dealing a lot of EMP damage (and some energy). Mostly neutralized by shields.
        Omen

I just realized... is that EMP damage going to be enough to knock unshielded fighters out cold in one shot? I'm guessing thats the point in which case... damn! Thats awesome!
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Archduke Astro

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #112 on: June 14, 2012, 08:16:55 PM »

Quote
EMP Emitter - targets missiles and nearby ship's weapon and engine subsystems, dealing a lot of EMP damage (and some energy). Mostly neutralized by shields.
        Omen

A major point of concern, Alex.....Which one of the following three target-sets will this EMP shipsystem engage:

 1) All enemy missiles & enemy ships within its EMP range?  (best-case result)

 2) Only enemy missiles targeted specifically at the Omen, plus any enemy ships within range?  (median result, but IMHO inadequate)

 3 ) ALL missiles & ships within its range, friend and foe alike??  (worst-case result)

The answer will have a tremendous impact upon the shipsystem itself as well as all future modder use of it, so I'm...well...kind of nervous until this gets decisively nailed down. :-[ TIA for any clarification you can provide.
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Alex

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #113 on: June 14, 2012, 08:40:41 PM »

That brings a question to mind. If the engines are disabled, can the burndrive still activate or is it useless until the engines are back online?

Can't use it.

Also, i think you cannot teleport outside of the map, but that's just me rambling...

Yeah, no teleporting outside the map. At first you could, though, but I fixed that right up :)

Hmm, I hope the ships that have the Phase Skimmer skip at different distances, with the smaller ships skipping much further distances.

EDIT: I hope the distance is not dependent on your current movement speed.

It's a fixed distance (configured in the system definition). Not based on speed or ship size.

I just realized... is that EMP damage going to be enough to knock unshielded fighters out cold in one shot? I'm guessing thats the point in which case... damn! Thats awesome!

One or two shots, yes :)

Quote
EMP Emitter - targets missiles and nearby ship's weapon and engine subsystems, dealing a lot of EMP damage (and some energy). Mostly neutralized by shields.
        Omen

A major point of concern, Alex.....Which one of the following three target-sets will this EMP shipsystem engage:

 1) All enemy missiles & enemy ships within its EMP range?  (best-case result)

 2) Only enemy missiles targeted specifically at the Omen, plus any enemy ships within range?  (median result, but IMHO inadequate)

 3 ) ALL missiles & ships within its range, friend and foe alike??  (worst-case result)

The answer will have a tremendous impact upon the shipsystem itself as well as all future modder use of it, so I'm...well...kind of nervous until this gets decisively nailed down. :-[ TIA for any clarification you can provide.

It's #1. What it actually does is target enemy missiles, and the actual engines/weapons on enemy ships and fighters. So, it delivers all the EMP damage right where it's doing to be most effective at disabling stuff. For fighters, that means it'll knock out their engines very fast. VS a ship like the Enforcer, the lightning will dance around all the weapon mounts and engine nozzles, knocking out absolutely everything with ease - unless, of course, the ship uses shields. There's also a slight energy damage component to the EMP arcs (both damage type, amount, and emp damage amount are moddable, as well as the range at which it works).

For missiles, a single hit *always* knocks out the missile's engine, leaving it to fizzle out in a bit. Missiles already knocked out are much less likely to be targeted by repeated EMP blasts - so, for example, if there are 3 Pilums coming in, the most likely outcome is they'll all get their engines knocked out first, and then, assuming no other targets are in range, the system will continue to hit the disabled missiles - eventually destroying them with energy damage.

The order in which things are targeted is entirely random, though it's a weighted random. (Less likely for knocked-out missiles, more likely for something near something that was already hit).

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Archduke Astro

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #114 on: June 14, 2012, 08:52:01 PM »

Quote
EMP Emitter - targets missiles and nearby ship's weapon and engine subsystems, dealing a lot of EMP damage (and some energy). Mostly neutralized by shields.
        Omen

A major point of concern, Alex.....Which one of the following three target-sets will this EMP shipsystem engage:

 1) All enemy missiles & enemy ships within its EMP range?  (best-case result)

 2) Only enemy missiles targeted specifically at the Omen, plus any enemy ships within range?  (median result, but IMHO inadequate)

 3 ) ALL missiles & ships within its range, friend and foe alike??  (worst-case result)

The answer will have a tremendous impact upon the shipsystem itself as well as all future modder use of it, so I'm...well...kind of nervous until this gets decisively nailed down. :-[ TIA for any clarification you can provide.

It's #1. What it actually does is target enemy missiles, and the actual engines/weapons on enemy ships and fighters. So, it delivers all the EMP damage right where it's doing to be most effective at disabling stuff. For fighters, that means it'll knock out their engines very fast. VS a ship like the Enforcer, the lightning will dance around all the weapon mounts and engine nozzles, knocking out absolutely everything with ease - unless, of course, the ship uses shields. There's also a slight energy damage component to the EMP arcs (both damage type, amount, and emp damage amount are moddable, as well as the range at which it works).

For missiles, a single hit *always* knocks out the missile's engine, leaving it to fizzle out in a bit. Missiles already knocked out are much less likely to be targeted by repeated EMP blasts - so, for example, if there are 3 Pilums coming in, the most likely outcome is they'll all get their engines knocked out first, and then, assuming no other targets are in range, the system will continue to hit the disabled missiles - eventually destroying them with energy damage.

The order in which things are targeted is entirely random, though it's a weighted random. (Less likely for knocked-out missiles, more likely for something near something that was already hit).

Thanks ever so much for the detailed (and quick) answer, as well as your chosen method for the EMP effect! If there was an emoticon handy for "massive sigh of relief," I'd be using it.

The Omen became my kid's "eventual favorite ship" once I mentioned the upcoming EMP device. I'm now doubly certain that it's going to get a lot of play. ;D
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icepick37

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #115 on: June 14, 2012, 09:56:56 PM »

Srsly. Ship that shoots lightning? I'm all in.  :D
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Okim

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #116 on: June 14, 2012, 11:34:24 PM »

Sooo. EMP system is actually a fine-tuned Lightning Field :)

Once again - those lightnings will be fired from the same SYSTEM hardpoints?

I still can`t get the whole SYSTEM hardpoint feature. The more you have those on a ship - the more drones, flares and lightnings you`ll get?

Also - can you modify the drone`s weapons? I remember you saying that you can recreate similar systems by slightly adjusting the existing ones. So i assume that it is possible to have multiple drone systems with various weapons, images, numbers etc. defined (not per ship, but in overall)?

IIE16 Yoshi

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #117 on: June 15, 2012, 12:20:13 AM »

Sooo. EMP system is actually a fine-tuned Lightning Field :)

Once again - those lightnings will be fired from the same SYSTEM hardpoints?

I still can`t get the whole SYSTEM hardpoint feature. The more you have those on a ship - the more drones, flares and lightnings you`ll get?

Also - can you modify the drone`s weapons? I remember you saying that you can recreate similar systems by slightly adjusting the existing ones. So i assume that it is possible to have multiple drone systems with various weapons, images, numbers etc. defined (not per ship, but in overall)?

Massive drone screens in Ironclads, is what I got out of that message.  :D

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naufrago

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #118 on: June 15, 2012, 01:59:17 AM »

Sooo. EMP system is actually a fine-tuned Lightning Field :)

Once again - those lightnings will be fired from the same SYSTEM hardpoints?

I still can`t get the whole SYSTEM hardpoint feature. The more you have those on a ship - the more drones, flares and lightnings you`ll get?

Also - can you modify the drone`s weapons? I remember you saying that you can recreate similar systems by slightly adjusting the existing ones. So i assume that it is possible to have multiple drone systems with various weapons, images, numbers etc. defined (not per ship, but in overall)?

There's not a new type of hardpoint, each hull type gets one ship system specific to its hull. In other words, you can't customize what ship system a hull has from within the game.

In order to do the things you're describing, you'd have to mod the game.
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Shoat

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Re: Starfarer 0.53a (In Development) Patch Notes
« Reply #119 on: June 15, 2012, 06:05:35 AM »

(both damage type, amount, and emp damage amount are moddable, as well as the range at which it works)

This is just as genius for modding as the drones are.

It's actually very close to a "fixed on-ship weapon".






Sooo. EMP system is actually a fine-tuned Lightning Field :)

Once again - those lightnings will be fired from the same SYSTEM hardpoints?

I still can`t get the whole SYSTEM hardpoint feature. The more you have those on a ship - the more drones, flares and lightnings you`ll get?

Also - can you modify the drone`s weapons? I remember you saying that you can recreate similar systems by slightly adjusting the existing ones. So i assume that it is possible to have multiple drone systems with various weapons, images, numbers etc. defined (not per ship, but in overall)?

There's not a new type of hardpoint, each hull type gets one ship system specific to its hull. In other words, you can't customize what ship system a hull has from within the game.

In order to do the things you're describing, you'd have to mod the game.



Well, Okim is a modder, don't worry about that.
« Last Edit: June 15, 2012, 06:07:37 AM by Shoat »
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