Search found 527 matches
- Fri Jan 15, 2016 8:07 am
- Forum: Shipyards
- Topic: Reactor overload: which devices are disabled first?
- Replies: 8
- Views: 5582
Re: Reactor overload: which devices are disabled first?
I believes the game prevents you from doing that.
- Tue Jan 12, 2016 7:53 am
- Forum: Shipyards
- Topic: Reactor overload: which devices are disabled first?
- Replies: 8
- Views: 5582
Re: Reactor overload: which devices are disabled first?
I thought it's the highest consuming device too, but I'm pretty sure I have had different devices turning off in the same loadout.
Oh, or maybe it's the highest consuming at the time of the overload. Then it could be the shield if it's regenerating, or it could be the weapon if you're firing.
Oh, or maybe it's the highest consuming at the time of the overload. Then it could be the shield if it's regenerating, or it could be the weapon if you're firing.
- Sun Jan 10, 2016 10:03 am
- Forum: Shipyards
- Topic: Reactor overload: which devices are disabled first?
- Replies: 8
- Views: 5582
Re: Reactor overload: which devices are disabled first?
Not sure about this, but it seems to be whatever drove the power use beyond the limit. If you fire a weapon and the power use goes up too far, the weapon is disabled. If your shield is damaged and the power use spikes too high, the shield is disabled.
- Mon Dec 28, 2015 3:22 pm
- Forum: Ideas & Suggestions
- Topic: Xenophobe Worldships should be a bit smarter
- Replies: 15
- Views: 8549
Re: Xenophobe Worldships should be a bit smarter
Which would do very little. At that point the player is probably spamming his weapons on the ship, while dodging its fire. It will be in constant aggression and continue the fight as normal, unless the player needs to break off and repair.
- Fri Dec 25, 2015 7:44 am
- Forum: Ideas & Suggestions
- Topic: Xenophobe Worldships should be a bit smarter
- Replies: 15
- Views: 8549
Re: Xenophobe Worldships should be a bit smarter
Because currently, players often take on capital ships they need minutes to wear down. If a cap ship charges at the gate whenever its health drops below 25%, the only way you can kill it would be to lure it well past the edge of the system first, which is impossible on ships that are guarding statio...
- Thu Nov 19, 2015 2:56 pm
- Forum: Ideas & Suggestions
- Topic: Rework disintegration into a nano perk
- Replies: 17
- Views: 10779
Re: Rework disintegration into a nano perk
I agree. Disintegration isn't so out of place with antimatter for a game like Trans. And as for balance, I think insta-kill have a place in any game, especially a rogue like. And where better than from the final boss? In any case, insta-kill isn't that unbalanced. For one, it only works when your sh...
- Thu Nov 12, 2015 2:37 pm
- Forum: Ideas & Suggestions
- Topic: The great big balance alteration suggestion thread for 1.7
- Replies: 91
- Views: 43905
Re: The great big balance alteration suggestion thread for 1
No. I was simply stating what DPS is and its Transcendence-related details. Light Ion Blaster's DPS is simply it's average damage per shot times shot per second. Xenophobe Ion Lancer's DPS though, for example, would be 'average damage per shot' * 'shot per salvo' * 'salvo per second'. Morningstar's ...
- Thu Nov 12, 2015 2:27 pm
- Forum: Ideas & Suggestions
- Topic: Some ideas to make transcendence more fun.
- Replies: 17
- Views: 9343
Re: Some ideas to make transcendence more fun.
You can save and exit the game, then reload. But I agree that a handy Save & Continue button makes sense. No point making it just a little harder for players to do it.
- Thu Nov 12, 2015 12:10 pm
- Forum: Ideas & Suggestions
- Topic: The great big balance alteration suggestion thread for 1.7
- Replies: 91
- Views: 43905
Re: The great big balance alteration suggestion thread for 1
DPS is Damage Per Second, all right. Though it is a little tricky to calculate that for some weapons, such as particle clouds or penetrating shots. Mostly it represent the average damage a weapon can inflict per one second.
- Wed Nov 11, 2015 4:39 pm
- Forum: Ideas & Suggestions
- Topic: Rework disintegration into a nano perk
- Replies: 17
- Views: 10779
Re: Rework disintegration into a nano perk
Well, any antimatter containers could only be viably built from matter. It would then presumably utilize some form of electromagnetic field or perhaps tractor beams of some kind to hold antimatter inside it. What else would you use build an antimatter container, if not matter? Containing antimatter ...
- Sat Oct 31, 2015 3:13 pm
- Forum: Ideas & Suggestions
- Topic: Buffing the Iocrym
- Replies: 36
- Views: 15301
Re: Buffing the Iocrym
The ICS could perhaps use a strong gravity field or tractor beam that is activated occasionally, pulling the player into the Avalanche's range. That would make the Jump Drive much more useful in the boss fight. Hitscan is also interesting, though I'm not sure what exactly the weapon is supposed to b...
- Tue Oct 27, 2015 1:57 pm
- Forum: Commonwealth
- Topic: Transcendence Picture thread
- Replies: 600
- Views: 705732
Re: Transcendence Picture thread
I thought that check is already in place. I mean, Anton doesn't get created every time I gate into a system he is present. The simplest way to ensure that is to check whether he's there, and only if not, spawn him. This seems to be a bug where the check somehow reports he's not there, when obviously...
- Tue Oct 27, 2015 1:52 pm
- Forum: Commonwealth
- Topic: Transcendence System Computer Requirements
- Replies: 26
- Views: 13791
Re: Transcendence System Computer Requirements
The fact that you can sometimes notice imperfections in 30 fps videos or games is because the video's (or game's) 30 frames per second doesn't always correlate with your screen's frames changing. What happen then is that the actual change rate is lower than 30. Frames still gets painted 30 or 60 tim...
- Tue Oct 27, 2015 1:24 pm
- Forum: Commonwealth
- Topic: Let's Play Transcendence!
- Replies: 27
- Views: 18139
Re: Let's Play Transcendence!
I'm pretty sure I made my paragraph with only alphabets, commas, spaces, and full stops. Maybe it's just too long?
Anyway, better we get back on topic.
Anyway, better we get back on topic.
- Mon Oct 26, 2015 3:18 pm
- Forum: Commonwealth
- Topic: Transcendence System Computer Requirements
- Replies: 26
- Views: 13791
Re: Transcendence System Computer Requirements
I think what Ferdinand meant was not 'FPS is dependent on human perception' but rather 'There's no real need to make FPS higher than 30, because human eyes couldn't see the difference'. And actually, that's true. If an image changes too fast, human couldn't see the change happening. In a sense, huma...