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- Aug 30, 2013
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Quick question: Have the tertiary effects been added to the latest dev build? I can't seem to get them.
It's so clear and understandible I think a lot of dev build testers will love to read this and make new tests. Thanks a lot Calibri
Well, we better hope things are changed for the better...I have not been paying attention to if shields were changed, all I am looking at is the difference between my fighter current release and my fighter dev build. Pre-dev build in three shots I can kill the target but in the current release I cannot even scratch it. Dog fights are pointless as they will always be a stalemate unless your ships are built from solid guns and power and do not even use shields.
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Thanks for this Calibri, it helped clear a lot up.
Actually that's exactly what I didThanks for this Calibri, it helped clear a lot up.
Maybe put this in a separate news post so that everyone can see it?
Nooo I meant the front page, y'know the one with Resba's post.Actually that's exactly what I did
probably not after all it is still a beta build stuff is bound to change in the future .that is really awesome!
but honestly: getting that well balanced will be very hard... what are your plans to balance small fighter and big capital weaponry? Right now even a single block cannon has a 1000m range, will that stay that way?
how about the explosion destroys on coming explosive projectiles like missiles etc but has a long cool down. I think that will be more fitting . and it will also consume a large amount of power depending on the amount of mass a ship has the more mass the more power consumed and it will also have a certain radios of effect depending on the l/w/h of the ship because bigger ships will need a bigger radios mainly due to the fact that because of there larger scale it will be harder to time it right and the on coming projectile could get out of view due to the large scale of the ship. and last but not least larger ships will have a longer cool down than smaller ships to make it a bit more fair .This is the defensive-use list for effects so far. Most of them aren't fully working yet. They usage is like cloak/jam. Some consume power over time, some consume power one time and have to reload (so far, only the burst).
This list is not final yet, of course.
EMP -> powerShield (not taking damage to ship power)
Explosion -> topSpeed up (not final desicion)
Ion -> ShieldHarden (less damage against shields)
Piercing -> piercingProtection (protection against pierching & punchThrough)
PunchThrough -> blockArmorBonus
Pull -> Protection against push/pull/stop from other entities
Push -> one-time thruster burst in view direction
stop -> AntiGravity (less/no gravity from e.g. planets)
same here .This is pretty cool. Thanks for the list! Already thinking of ways to use these.
I actually really like this idea, it could make it much harder for people to core drillA good defence weapon to add would be a weapon magnet that pulls weapon fire towards it so you could protect the important parts of your ship from weapon fire. The more magnets blocks that are grouped together the more powerful the pull will be and the longer it range will be. the magnec would be stronger the closer the weapon fire gets to the magnet and make so you can change what weapon fire the magnec pulls so your own weapon fire or that of your own faction dosen't get attractited to it and also it would make so you could build ships to take weapon fire from enermys