Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
hmmm whats YaHo? i use burst PDs on my Paragon they can be quite nasty thats true
Can a phased ship pass through another phased ship? I mean, they are both using the same technology right? Aren't they also going into the same "phase space" thing?
I am concerned though if a lone skirmish frigate like the hound or wolf no longer runs from other frigates, they'll be surrounded and crushed. Will this not be the case?
Three new phase ships: one cruiser and two frigates
Weapon/balance changes:Phase Beam: increased range by 100 unitsPhase Charge Launcher: renamed to "Proximity Charge Launcher", increased ammo to 30, increased launch speed, reduced rate of fire from 1/second to 1/3 seconds, reduced damage
Quote from: Alex on June 11, 2012, 06:59:54 PMThree new phase ships: one cruiser and two frigatesI figured any phase ship would almost certainally have a strike loadout, and since ships use strike tactics rely heavily on speed, a cruiser class phase ship is surprising to me.Quote from: Alex on June 11, 2012, 06:59:54 PMWeapon/balance changes:Phase Beam: increased range by 100 unitsPhase Charge Launcher: renamed to "Proximity Charge Launcher", increased ammo to 30, increased launch speed, reduced rate of fire from 1/second to 1/3 seconds, reduced damageBummer. I was hopping that the phase weapons would increase the flux of a ship in phase. Oh well.
This just puts an end to the "turn around and try to run" behavior, which is ok vs slower ships - but vs frigates and fighters just gets it shot up, with the "bonus" of not being able to fire back because it's turned away.
Quote from: Alex on June 11, 2012, 06:59:54 PMWeapon/balance changes:Phase Beam: increased range by 100 unitsPhase Charge Launcher: renamed to "Proximity Charge Launcher", increased ammo to 30, increased launch speed, reduced rate of fire from 1/second to 1/3 seconds, reduced damageBummer. I was hopping that the phase weapons would increase the flux of a ship in phase. Oh well.
Quote from: BillyRueben on July 15, 2012, 12:35:20 PMQuote from: Alex on June 11, 2012, 06:59:54 PMWeapon/balance changes:Phase Beam: increased range by 100 unitsPhase Charge Launcher: renamed to "Proximity Charge Launcher", increased ammo to 30, increased launch speed, reduced rate of fire from 1/second to 1/3 seconds, reduced damageBummer. I was hopping that the phase weapons would increase the flux of a ship in phase. Oh well.Yeah... we actually considered something like that, and it's also come up as a suggestion a few times. My current thinking on it is it would bring the mechanics of phasing closer to the mechanics of shields (anti-phase would be analogous to kinetic), and I don't think that's desirable. My preference is to keep phase mechanics more unique.
If you can close the distance from a targets maximum range to your strike range, whilst remaining totally invulnerable, you do not need to rely upon speed, as long as your invulnerability lasts long enough to close the gap.
Alex, regarding Phase Cloaking, you've could create Predator-like (or Starcraft 1 like) Space Disruption Effect instead of Phase Coils, that would be more awesome and realistic. But its yours decision and I respect it
If we're talking about the visuals, I really like how the phase coils came out. Haven't seen anything similar, either - where the "spatial distortion" thing has been done, ahem, once or twice. But, of course, it's a matter of taste, and there's no arguing about taste