Nighthawk
Registered:1406641081 Posts: 141
Posted 1433834018
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#16
I believe the science upgrade is meant to be used in the war server, where you fight waves of incoming enemies over time. 5 minutes seems about right for one ship dealing with few enemies in one sector and needing to jump to another sector with little time left in the turn. as you push your way through the enemy line, you are faced with more and more enemies, not just one or two fleets. it should be enough to push forward, cripple a few fleets and then fall back, effectively buying some time for your team.
Arrew
Registered:1393602597 Posts: 2,737
Posted 1433846275
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#17
How about multiple bridges?
If you get a boost, like to science, does it apply to just your ship or ALL player ships?
cxfAtheus
Registered:1400462879 Posts: 322
Posted 1433864820
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#18
I didn't get a crash...although I'm really trying. But, I did discover that no hotkey was created to select the new torpedo type. Just a minor thing, but for people who playing using custom consoles and the sort, could be a thing.
MarkBell
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Registered:1375205710 Posts: 1,930
Posted 1433865172
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#19
Same for DMX cues - there's TORP_HOMING_FIRED etc but no TORP_PSHOCK_FIRED. Not exactly a critical bug
__________________ Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
Longbowman1346
Registered:1374975659 Posts: 549
Posted 1433866940
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#20
Killed the Nebula Creation Monster and picked up a ton of upgrade canisters from it. Didn't know exactly what to do with them but clicked on the upgrade button and there they were listed out and what they do. However, only one of them, the top of the list, had an activate button. Did not see any real effect on the ship when I clicked it but thought that it would be more useful to a ship to be able to decide what upgrade to use instead of having to plow through the list to get to the one you want to use or would be more effective. Not a bug, but not a logical way to use them in game play either. Would lead to waste of upgrade in many cases I think.
__________________ Captain - TSN Belisarius BS-108"Pax per consilia et maxime armis." - "Rescindentes venator ad venationem." (Deane Geiken)
MarkBell
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Registered:1375205710 Posts: 1,930
Posted 1433867048
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#21
What station were you attempting to use them from? Different stations get to activate different upgrades.
__________________ Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
ryleyra
Registered:1399599588 Posts: 2,915
Posted 1433867328
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#22
Quote:
Originally Posted by MarkBell What station were you attempting to use them from? Different stations get to activate different upgrades.
Clarification: "Console". "Station" can mean base or console, which I why I tend to avoid the term. Indeed, an upgrade that, say, boosts engine speed has to be activated from Helm, while an upgrade that forces an enemy to surrender has to be activated by Comms.
ryleyra
Registered:1399599588 Posts: 2,915
Posted 1433867842
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#23
Quote:
Originally Posted by Nighthawk I believe the science upgrade is meant to be used in the war server, where you fight waves of incoming enemies over time.
I need to check and see if upgrades are carried over from one turn to another in the war server. In 2.1.5, however, you started with a brand new ship every turn, all damage was repaired, and all energy and torps restored to max. Since you have to shut the game server down and restart it during every turn interval, I suspect upgrades can't be carried over either. I honestly think it would be easy to scan a whole sector filled with difficulty 5+ enemies in less than 5 minutes. I've tried it, and its literally as fast as clicking on a target, clicking the scan button twice and moving on to the next. It took me maybe ten seconds to clear the whole sector on diff 1, and that was with scrolling around the map to find them. And I double scanned all the monsters, including Biomechs, too.
ryleyra
Registered:1399599588 Posts: 2,915
Posted 1433868018
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#24
Quote:
Originally Posted by Arrew How about multiple bridges? If you get a boost, like to science, does it apply to just your ship or ALL player ships?
I would assume that the boost applies only to the ship that picked it up. (Which could lead to ninja looting) As for Lateral Sensors, since scans are shared among all ships, if the ship with that upgrade does all the scans all the ships in the fleet will benefit from it. However, if another ship tries to run a scan while the ship with Lateral Sensors is scanning elsewhere, its scans will take the usual time.
MarkBell
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Registered:1375205710 Posts: 1,930
Posted 1433868628
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#25
I'm not sure the clarification is necessarily appropriate - I can run multiple stations from a single console, as console can also refer to the physical computer interface. Besides, they're called stations in game, so I stick with official terminology to avoid confusion. Context is everything But yes, Engineering has different activation options than Helm, Weapons, Science or Comms.
__________________ Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
ryleyra
Registered:1399599588 Posts: 2,915
Posted 1433869215
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#26
I think I have a good recommendation for the Lateral Sensors. Instead of making the scan time zero, when the upgrade is activated having it do a deep scan (second scan) of all ships in visual range. (Which IIRC is 7.5K) All ships in visual should already have been initial scanned automatically. This is in keeping with the name, "Lateral Sensors". It's an upgrade to the 360 degree sensors on the ship, giving them deep scan capability. It gives the Science officer a different style of play; he can deep scan all of the enemies in the sector one by one, as current, or he can only single scan the sector, saving some enemies (usually an enemy fleet) for the Lateral Sensors. The Lateral Sensors are faster than scanning, in fact they're faster than the current implementation, but since it doesn't scan the whole sector, it doesn't make normal scanning or another Lateral Sensors redundant. *** change of topic *** The suggestion above to limit the scan rate boost by range is an interesting one, but adds too much to the coding task. The fact is, Lateral Sensors as it is might work fine if Sensors worked differently. Remember some of the suggestions that have been made for Sensors: 1) Make scan time depend on distance from the ship - Combined with doubling the scan rate with Lateral Sensors that's the same suggestion above. 2) Have scan lock "lost" from time to time, if the ship flies out of the maximum range of sensors, or if it enters a nebula - Since the enemy will have to be scanned again, the Lateral Sensors won't be "permanent". 3) Make visibility dependent on nebulas and other factors, which increase the effective range to the target, instead of it just being an on/off thing - This doesn't really effect Lateral Sensors, since it doesn't effect scan rate, but the upgrade could be changed to a boost to your scan range. (the server setting) 4) Limit scanning to a range less than the maximum range of sensors (plus possibly lose lock as above) - This would clearly limit the range at which Lateral Sensors is useful. I also just realized that if Sensors is not set to Unlimited, Lateral Sensors does become less powerful, as you can only scan the enemies that are in range. Most people play with Unlimited Sensors, though. My initial thought was just to limit the instant scan effect as in 4), making it normal speed outside of a range such as 8K, 15K, or 25K. But that would require basically implementing 4), which means it might as well be implemented for normal scanning as well. My suggestion above, on the other hand, just needs to be implemented, and the way Sensors works doesn't have to be changed at all. Honestly, I wouldn't mind any of the changes I mentioned here.
ryleyra
Registered:1399599588 Posts: 2,915
Posted 1433870059
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#27
Quote:
Originally Posted by
MarkBell I'm not sure the clarification is necessarily appropriate - I can run multiple stations from a single console, as console can also refer to the physical computer interface. Besides, they're called stations in game, so I stick with official terminology to avoid confusion. Context is everything
Bases are also called stations in game. Which is why when 2.1 came out and the change log said "8 new stations" someone asked what 8 new crew positions they would be able to play.
MarkBell
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Registered:1375205710 Posts: 1,930
Posted 1433870244
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#28
Quote:
Originally Posted by
ryleyra Bases are also called stations in game. Which is why when 2.1 came out and the change log said "8 new stations" someone asked what 8 new consoles they would be able to play.
Right, hence your original comment about bases - I was just pointing out that "console" isn't an ambiguity free term either EDIT: Space Stations vs Player Stations might be a sufficient clarification, though
__________________ Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
ryleyra
Registered:1399599588 Posts: 2,915
Posted 1433870530
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#29
Quote:
Originally Posted by
MarkBell Right, hence your original comment about bases - I was just pointing out that "console" isn't an ambiguity free term either
True. In the case of a custom console, it could include several screens. Fun fact: In game, the PlasmaShock torpedo is called "PShock". In artemis.ini, it is called "Phase Shock". Quote:
EDIT: Space Stations vs Player Stations might be a sufficient clarification, though
Or base stations vs crew stations. EDIT: or duty stations, like Longbowman said. (slaps forehead)
Longbowman1346
Registered:1374975659 Posts: 549
Posted 1433872609
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#30
Quote:
Originally Posted by MarkBell What station were you attempting to use them from? Different stations get to activate different upgrades.
Aha! I get that now. Certain upgrades will affect certain duty station consoles. I get it now. Thanks for clarifying.
__________________ Captain - TSN Belisarius BS-108"Pax per consilia et maxime armis." - "Rescindentes venator ad venationem." (Deane Geiken)