Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
deacceleration, shields, weapons shoud cost some CR, everything else shoud be included into deployment cost.emp and hull\armor damage also shoud drain CR
deacceleration, shields, weapons shoud cost some CR, everything else shoud be included into deployment cost.
emp and hull\armor damage also shoud drain CR
Quote from: FloW on February 20, 2013, 09:23:11 AMHow about removing that ability away from EMP weapons and instead make it so that a damaged gun/engine decreases CR more? Maybe even let it decrease CR during a battle for all ship sizes? Repairing a module during a battle is something that might even involve a crew member going into space - you don't have to go into that much detail. I'm pretty sure that it's rather taxing on the crew, and if you fight a larger enemy you can decrease his effectiveness in battle by targeting his weapons/engines.Interesting idea, and falls in line nicely with other things like missile weapon use reducing CR. Wrote it down as something to try out.
How about removing that ability away from EMP weapons and instead make it so that a damaged gun/engine decreases CR more? Maybe even let it decrease CR during a battle for all ship sizes? Repairing a module during a battle is something that might even involve a crew member going into space - you don't have to go into that much detail. I'm pretty sure that it's rather taxing on the crew, and if you fight a larger enemy you can decrease his effectiveness in battle by targeting his weapons/engines.
The game was completed 8 years ago and we get a free expansion every year.
Arranging holidays in an embrace with the Starsector is priceless.
Extra CR cost for using missile weapons in combat, based on ammo remainingReduced missile ammo at below 30%, missile weapons at 0 ammo at 10%
Waaaaaaaaaai? Did missiles really need a nerf? (Also, why aren't ballistics affected?)
Alex on multiplayer