Star Ruler 2

Star Ruler 2

Subsystem Assortment
Darloth  [utvecklare] 12 mar, 2015 @ 19:04
Future plans
Here's a few ideas I've had that I'd like to implement, along with (later) how difficult I think it'll be.

Let me know if you particularly like one, and maybe it'll happen sooner! Likewise, if you can think of a good way of doing something, please let me know.

Ideas:
Main Gun Interlink - module, max one interlink per ship, goes only on non-missile weapon, doubles range, damage and cooldown time (so DPS is the same but range is up and armour is less effective). Disables engines and shield-regen while the weapon is cooling down. This module is intended to produce vessels like the Hiigaran Ion Cannon Frigate which are mostly dedicated to one weapon - you can do this already but get no significant range benefit from it.

Autoloader Interlink - module, max one interlink per ship, goes only on missile weapon. The counterpart to the above, halves the cooldown of a missile weapon (thus doubling DPS -and- supply cost) but without increasing range or damage. Same drawbacks of no shield recharge or engine power while weapon is cooling down. Intended mostly just for fun. If I could work out some sort of conversion to burst-fire torpedos instead of just increasing their cooldown that would be amazing/hilarious.

Icarus pulse-drive capacitor - module, stores drive energy from the drive it's attached to. This reduces the normal thrust from that drive to 0, but in combat the icarus capacitors discharge to provide short duration bursts of very high thrust. The more you put on, the shorter the duration and the higher the thrust. Basically compress 8 seconds of drive power into 4 seconds, then 2 seconds, then 1 second, and so on. All modules must be exterior and rear facing, even on graviton drives.

Laser PD Array - subsystem, like the railgun one I already have but perfectly accurate and stashed behind a tech unlock. Ideally should be able to shoot missiles or torpedos, but then so should the railgun one :)

Fleet Shell - subsystem, secondary external shield, covers entire fleet (flagship only). Expensive, very slow to recharge or possibly just does not recharge in combat at all... but can give a second layer of shields to a battleship, and also protect any supports under it. Should not protect friendly raiders on mission, or indeed FROM hostile raiders within the shell.
Senast ändrad av Darloth; 12 mar, 2015 @ 19:04
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Dalo Lorn 13 mar, 2015 @ 7:51 
Main Gun Interlink: Not sure how feasible this is. It could work, but...

Also, why only non-missile?

Autoloader Interlink: Same as above. ABEM has something similar in the Dual Mount, though doubling DPS instead of damage proved impossible for lasers.

Icarus: Hmm. Not quite sure how feasible this is, though probably less so than the interlinks.

Laser PD Array: Shooting down projectiles has been dismissed as implausible by the devs on at least one occasion.

Fleet Shell: Uh. This one is only less problematic than the PD array. I like it, and was among those that supported such an idea back before shields were implemented, but... you'd basically have to run all your damage events through the leader AI or the flagship entity or some such crazy stunt in order to check if a ship inside the shell is harmed at all; I sincerely doubt you can just spawn a new entity bound to the flagship to bypass what I just said. Failing to protect from raiders is extremely unlikely to work, though failing to protect friendly raiders might work.
Darloth  [utvecklare] 13 mar, 2015 @ 12:52 
As to why only non-missile... How do you increase a missile's range or damage by giving it extra power? Increasing the range of a laser or railgun by spending engine power to stabilize against recoil and overcharge the foo capacitors or what have you seems to make some vague sense, but it just seemed wrong to me that you could do so with a missile. (Admittedly, you could fire the missile out of a railgun... but that sounds like a different system than we have here.)

Autoloader interlink is the opposite side of the coin, really, just to give them an equivalent but different module. I have less justification for it, but I want to add differentiation between weapon types rather than bring them all closer together.

I had rather assumed that if anti-projectile fire were feasible in this engine then the developers would have added it already, so I didn't expect that one to be easy, but we'll see what can be done. Potentially some sort of script that checks for nearby missiles every N ticks and just deletes one every cycle (then draws a pretty laser beam and an explosion), no actual aiming required. I have yet to properly investigate what's possible in the custom scripting though.

Shame to hear you don't think spawning a new entity is possible, because that was my first thought on how to do it. Maybe messing with the flagship's shield model, though...

I wonder if planetary shields are possible or, indeed, desirable. Probably they'd only stop bombardment weapons some, and make capture take longer.

Icarus is a stretch, yeah. We'll see though, because in theory this can all be done with timed modifiers to a ship's natural thrust output. Exposing that through the UI could be tough.
Darloth  [utvecklare] 22 mar, 2015 @ 12:29 
Vector Thrust Ports:
Attach these to all of your engine modules (they must be exposed, and must face all directions except the front) and they will gain the vector thrust ability of the graviton engine. Available from the beginning but very labor intensive.
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