Search found 1284 matches

by JohnBWatson
Thu Apr 27, 2017 6:11 pm
Forum: Shipyards
Topic: Reload events
Replies: 3
Views: 49

Re: Reload events

It's reload events are functional? When I applied to a wingmen, it seems does not work. And how to 'reload' non-disposable launcher? I believe what you want is the code used by the Sapiens Compound, which resets its ammo whenever it runs out so that it can endlessly fire missiles at the player. If ...
by JohnBWatson
Thu Apr 27, 2017 6:07 pm
Forum: Beginner's Luck
Topic: New Player with Questions
Replies: 29
Views: 319

Re: New Player with Questions

No you didn't. Are you really suggesting that there weren't any enemy stations spawn in St Katherines in my game? I thought it was clear there were loads, but for some reason the HQ militia gave me no missions. You missed the point. It only gives you missions if those kinds of stations are present....
by JohnBWatson
Thu Apr 27, 2017 6:00 pm
Forum: Off-Topic
Topic: a small probe by the name of Huygens
Replies: 2
Views: 18

Re: a small probe by the name of Huygens

A neat coincidence. That is, assuming George hasn't been predicting the future again.
by JohnBWatson
Tue Apr 25, 2017 10:04 pm
Forum: Beginner's Luck
Topic: New Player with Questions
Replies: 29
Views: 319

Re: New Player with Questions

It is running out of missions. Calling it hitting the highest rank doesn't change that the carriers have run out of missions to give. Not really. While it's not presently implemented for the older mission sets, the game engine does allow distinctions between 'you're too powerful for this mission - ...
by JohnBWatson
Tue Apr 25, 2017 9:53 pm
Forum: Commonwealth
Topic: Armor damage adjustment and internals
Replies: 4
Views: 55

Re: Armor damage adjustment and internals

This makes it even more efficient to conserve WMD munitions until the HP hits 50%, given that it's now viable to use cheaper early ammo with high WMD but a weak damagetype. This makes sense logically in part 1, assuming internal structure is all made of the same material regardless of power, though ...
by JohnBWatson
Mon Apr 24, 2017 7:52 am
Forum: Beginner's Luck
Topic: New Player with Questions
Replies: 29
Views: 319

Re: New Player with Questions

Come to think, it's super-weird that St. Kat's, by far the most civilized system in the game, has such a high prevalence of outlaw stations. What is the Commonwealth militia even doing ? The justification that most people have come up with is that it's canonically much harder to locate stations tha...
by JohnBWatson
Fri Apr 21, 2017 9:45 pm
Forum: Ideas & Suggestions
Topic: New Commonwealth missions
Replies: 8
Views: 105

Re: New Commonwealth missions

That could work. The code required to implement it could also be used to fix the Fleet's 'rescue scientists' mission.
by JohnBWatson
Fri Apr 21, 2017 9:42 pm
Forum: Beginner's Luck
Topic: New Player with Questions
Replies: 29
Views: 319

Re: New Player with Questions

I was still using lasers and kinetics till I entered the Outer Realm Particle weapons aren't very good right now - I usually stick with the laser and kinetic weapons I was using in St. Katherine's Star until at least the middle of the Ungoverned Territories, potentially upgrading to a blast howitze...
by JohnBWatson
Thu Apr 20, 2017 9:29 pm
Forum: Ideas & Suggestions
Topic: requesting adjustment to positron
Replies: 8
Views: 110

Re: requesting adjustment to positron

I have to agree on this effect, though it's the ion lancer you're talking about, not the positron lancer. The beams just don't look like weapons fire.
by JohnBWatson
Thu Apr 20, 2017 9:27 pm
Forum: Beginner's Luck
Topic: New Player with Questions
Replies: 29
Views: 319

Re: New Player with Questions

Thank you Ferdinand, for answering the questions to which I have actually asked. I had assumed that the patcher spider could be repaired since if you died, or self destructed, you reappeared with it repaired. Another question: what is the use of Optical knowledge array and Abbasid Thanogram? They g...
by JohnBWatson
Fri Mar 31, 2017 10:48 pm
Forum: Ideas & Suggestions
Topic: Armor balance discussion
Replies: 52
Views: 727

Re: Armor balance discussion

If that's the case, it's probably due to how segments used to be calculated. A shot that hit the front but was moving perpendicular to the ship it hit would be counted as hitting the side, which is no longer the case. This made a lot of omni weapons, which lead their targets in effective but sometim...
by JohnBWatson
Fri Mar 31, 2017 8:18 pm
Forum: Ideas & Suggestions
Topic: Armor balance discussion
Replies: 52
Views: 727

Re: Armor balance discussion

Also, Wind Slavers used to be much more sturdy with four armor segments instead of one. Their armor was just as weak, but it is much less likely to hit single segment with all of the shots (which were likely less damaging energy weapons). Perhaps Wind Slavers could have two armor segments; they are...
by JohnBWatson
Thu Mar 30, 2017 8:42 pm
Forum: Ideas & Suggestions
Topic: Armor balance discussion
Replies: 52
Views: 727

Re: Armor balance discussion

It goes without saying that speed loss should be worth it. Right now, the only things faster than a Wolfen are ultra-light gunships that die within seconds when faced with even heavily outdated flyswatter weapons. Rebalancing the armors used by such ships will help with that, but, longer term, there...
by JohnBWatson
Thu Mar 30, 2017 7:50 pm
Forum: Ideas & Suggestions
Topic: Armor balance discussion
Replies: 52
Views: 727

Re: Armor balance discussion

Focusing on cargo is realistic, but isn't as good for gameplay, in my opinion. Having freighters handle heavier armor better than gunships feels right - large ships should suffer less from mounting heavier armor segments rather than more. This also elegantly solves the issue of armor mass being negl...
by JohnBWatson
Wed Mar 29, 2017 10:19 pm
Forum: Ideas & Suggestions
Topic: Damage Adjustment Curves
Replies: 6
Views: 106

Re: Damage Adjustment Curves

Looking at the curve, it seems like the TeV9 would have about the same effectiveness against the Ares as before. I wonder - would it work for damage curves to be a bit flatter initially, rather than towards the middle? This would make the lower level armors more viable(as they wouldn't be obsolete r...