Search found 527 matches

by sun1404
Fri Jan 15, 2016 8:07 am
Forum: Shipyards
Topic: Reactor overload: which devices are disabled first?
Replies: 8
Views: 2485

Re: Reactor overload: which devices are disabled first?

I believes the game prevents you from doing that.
by sun1404
Tue Jan 12, 2016 7:53 am
Forum: Shipyards
Topic: Reactor overload: which devices are disabled first?
Replies: 8
Views: 2485

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.
by sun1404
Sun Jan 10, 2016 10:03 am
Forum: Shipyards
Topic: Reactor overload: which devices are disabled first?
Replies: 8
Views: 2485

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.
by sun1404
Mon Dec 28, 2015 3:22 pm
Forum: Ideas & Suggestions
Topic: Xenophobe Worldships should be a bit smarter
Replies: 15
Views: 3026

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.
by sun1404
Fri Dec 25, 2015 7:44 am
Forum: Ideas & Suggestions
Topic: Xenophobe Worldships should be a bit smarter
Replies: 15
Views: 3026

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...
by sun1404
Thu Nov 19, 2015 2:56 pm
Forum: Ideas & Suggestions
Topic: Rework disintegration into a nano perk
Replies: 17
Views: 4000

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...
by sun1404
Thu Nov 12, 2015 2:37 pm
Forum: Ideas & Suggestions
Topic: The great big balance alteration suggestion thread for 1.7
Replies: 91
Views: 13759

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 ...
by sun1404
Thu Nov 12, 2015 2:27 pm
Forum: Ideas & Suggestions
Topic: Some ideas to make transcendence more fun.
Replies: 17
Views: 2904

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.
by sun1404
Thu Nov 12, 2015 12:10 pm
Forum: Ideas & Suggestions
Topic: The great big balance alteration suggestion thread for 1.7
Replies: 91
Views: 13759

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.
by sun1404
Wed Nov 11, 2015 4:39 pm
Forum: Ideas & Suggestions
Topic: Rework disintegration into a nano perk
Replies: 17
Views: 4000

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 ...
by sun1404
Sat Oct 31, 2015 3:13 pm
Forum: Ideas & Suggestions
Topic: Buffing the Iocrym
Replies: 36
Views: 4948

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...
by sun1404
Tue Oct 27, 2015 1:57 pm
Forum: Commonwealth
Topic: Transcendence Picture thread
Replies: 600
Views: 142317

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...
by sun1404
Tue Oct 27, 2015 1:52 pm
Forum: Commonwealth
Topic: Transcendence System Computer Requirements
Replies: 26
Views: 4832

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...
by sun1404
Tue Oct 27, 2015 1:24 pm
Forum: Commonwealth
Topic: Let's Play Transcendence!
Replies: 27
Views: 6436

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.
by sun1404
Mon Oct 26, 2015 3:18 pm
Forum: Commonwealth
Topic: Transcendence System Computer Requirements
Replies: 26
Views: 4832

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...