Balanced mods that keep game challenging

General discussion about anything related to Transcendence.
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Atarlost
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TVR wrote:
RPC wrote:
Atarlost wrote:Multihull is the station attribute for needing WMD to kill, but I know what you mean.
What's the word I'm looking for?
Non-critical armor segments.
But what's really relevant to armor repair devices is just having lots and lots of segments, not whether they're noncritical or not.
Literally is the new Figuratively
PM
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Tip about armor repair devices: the more segments an armor device repairs, the higher the power usage during regeneration. Power use displayed assumes two armor segments patched at a time.

Consider the Ranx dreadnought with its two patch spiders, each with displayed powerUse of 10 MW. That is 5 MW per armor segment for each patch spider. If the Ranx dreadnought took damage to all 24 segments, each patch spider will use 120 MW. With two spiders, that is 240 MW.
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Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
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Other playable mods from 1.8 and 1.7, waiting to be updated...
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FourFire
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There is scaling code for patch spiders' power use?
Great, now do the same for enhancement items and linked weapons!
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KA101
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PM wrote:Tip about armor repair devices: the more segments an armor device repairs, the higher the power usage during regeneration. Power use displayed assumes two armor segments patched at a time.

Consider the Ranx dreadnought with its two patch spiders, each with displayed powerUse of 10 MW. That is 5 MW per armor segment for each patch spider. If the Ranx dreadnought took damage to all 24 segments, each patch spider will use 120 MW. With two spiders, that is 240 MW.
Hmm. Would be nice to let players know this fact in-game: I hadn't been aware of it. Thanks for the tip, in any event.

How does that mesh with non-player ships having unlimited fuel? I'd hate for enhancers and linked weapons to only surcharge the player.
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