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Longbowman1346

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Reply with quote  #46 
What I did was bump up the damage/strength of beams for the enemies in the vesselData and upped their maneuver and top speed to be more in line with ships of the line for the TSN.  I did nothing to the shielding at this point.   It was a nod to the idea that they had engineers too but in game cannot manipulate systems like players can.  The enemies are quite a bit more formidable now and even the Kraliens will not be considered cannon fodder anymore!



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ryleyra

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Reply with quote  #47 
Quote:
Originally Posted by Longbowman1346
What I did was bump up the damage/strength of beams for the enemies in the vesselData and upped their maneuver and top speed to be more in line with ships of the line for the TSN.  I did nothing to the shielding at this point.   It was a nod to the idea that they had engineers too but in game cannot manipulate systems like players can.  The enemies are quite a bit more formidable now and even the Kraliens will not be considered cannon fodder anymore!


I didn't touch the enemy beam strength or maneuver speed. In fact, I probably could have reduced the ally ship damage even further, to make it max out the same as 1.7, but I didn't. Really, I think if you want to boost enemy damage, you can use the Customization features to achieve that.

I will say that if you want to simulate engineers on the enemy ships, rather than edit beam damage, you technically should reduce fire rate. For example, a Kralien Battleship has 2 beams with a cycletime of 3 seconds, (which is already the equivalent of the TSN Battleship firing 4 beams with cycletime of 6 seconds) so an engineer putting 150% power to that system would (I assume, I've never checked to see if the reload boost for beams is linear) result in a cycletime of 2 seconds. You can go down the list and change all 6.0 to 4.0, and all 3.0 to 2.0 and that'll do it. (For Kraliens. Same idea for the other races)

There was more post here. I'll just drop it, I don't want to get off topic, except to say speed can be set by Customization too. Really, speed sets the pace of the game. I don't think speed is as much a matter of what the enemy can do, as what they need to do to move as a fleet. Both Skaraans and the TSN warships are really fast.
Arrew

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Reply with quote  #48 
They could just be for Kraliens, leftovers from the Kraliens Wars. Tell them to guard the stations and then just ignore the small Kraliens battle groups in your player ship.
ryleyra

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Reply with quote  #49 
Quote:
Originally Posted by Switch
 In my opinion a Destroyer should be able to taken down a Torgoth Behemoth and possibly a couple Kraliens, without losing its shields.  An Escort should be able to handle a light carrier or a Torgoth Goliath with some mixed Kraliens without losing its shields.  Otherwise, what would be the logistical point of even building these vessels, or employing, maintaining, and sacrifice the lives of the individual on those ships if they could not handle a Torgoth vessel?  


By this argument, a Light Cruiser should be able to take down a Torgoth Behemoth and a couple of Kraliens, without losing its shields. A Scout should be able to handle a light carrier or a Torgoth Goliath with some mixed Kraliens without losing its shields. What is the point of the Battleship and Dreadnought, if a simple TSN Destroyer can eliminate every ship on the map?

Allied vessels are intended to supplement the player ship, not take the place of it. Right now, you don't really need to do anything to win the game, if you have enough bases to have some with beams, and enough allied ships, it will eventually be won without you lifting a finger. I've seen it happen. You'll lose some bases, but you'll win the game.

Edit: I did some testing, and in half a dozen test runs, the Destroyer, even with the modifications I made to the vesselData file, was still able to destroy a Torgoth Leviathan every single time. In one test, the Leviathan did enough damage to reduce the Destroyer's shields to 0. However, the Destroyer survived the battle. Against a Torgoth Behemoth, the strongest ship in the game, the Destroyer usually lost, but in at least one battle it was able to catch the Behemoth from behind and destroy it.

In a test of the stock Artemis, the Destroyer could not consistently defeat a Torgoth Behemoth either. While it had more than enough damage to penetrate its shields, it died before the Behemoth did. The effectiveness of its high damage was limited by its relatively weak shields.

My conclusion is that even with the reduced damage, the Destroyer is still quite capable of taking on anything the more powerful stock Destroyer can. It's just a matter of how long it will take.

All of the tests were performed on difficulty 8. Any higher difficulty would only increase the number of ships, it wouldn't make a single Torgoth tougher.

Maginomicon

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Reply with quote  #50 
I created this reddit thread as a compilation of everything in v2.2, and I've searched this thread for anything I could find to add to it. It might be useful to some of you, especially to techbear.

http://www.reddit.com/r/Artemis/comments/398lls/artemis_v22_features_and_bugs/
Arrew

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Reply with quote  #51 
I did post this else where but is perhaps more relevant here.

I like Artemis more for its "simulation" feel than as an arcade game and I'm thinking of doing a full review when I have time.

In all honesty do you take player suggestions?

If so could something be done to the "upgrade" button to make it less obvious? Could it be a little symbol in the corner out of the way so I can ignore it if I want, coz it's pretty in your face right in the middle with a big UPGRADE writted on it.
Dave Thaler

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Reply with quote  #52 
Quote:
Originally Posted by Maginomicon
I created this reddit thread as a compilation of everything in v2.2, and I've searched this thread for anything I could find to add to it. It might be useful to some of you, especially to techbear.


Can you change "Unconfirmed: The "ITEM_COLLECTED" script event does not trigger." to
"Unconfirmed: The "ITEM_COLLECTED" DMX event does not trigger."?
Maginomicon

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Reply with quote  #53 
Quote:
Originally Posted by Dave Thaler
Can you change "Unconfirmed: The "ITEM_COLLECTED" script event does not trigger." to
"Unconfirmed: The "ITEM_COLLECTED" DMX event does not trigger."?
Done.
Dave Thaler

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Reply with quote  #54 
Another bug that I didn't see mentioned, or may have missed it is that what appears as "Carapaction Coil" in messages appears as "Carpaction Coils" in the Upgrade screen, and "Carapaction Coils" in mission-file-docs.txt
ryleyra

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Reply with quote  #55 
I don't think this is a bug, but you are unable to dock while at Warp any more. You must disengage warp, or the tractor beam will shut off, and you will keep going past the base.

Also, in keeping with Arrew's suggestion, I think I would like to see the upgrade button in the top row, perhaps just after the Options button. I think there would be room for it, if the whole row of buttons were made smaller, so they're the size of the Options button. (And Upgrade could be abbreviated to UPGR)

It is better where it is than were it was, though.
Arrew

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Reply with quote  #56 
What about "upgr" replacing the "vis" button?

Wouldn't that reduce the network traffic for each client too?
ryleyra

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Reply with quote  #57 
Quote:
Originally Posted by Arrew
What about "upgr" replacing the "vis" button? Wouldn't that reduce the network traffic for each client too?


No, I think we still want "VIS" for use as a forward window. Plus, it's just useful when playing across the Internet.

The traffic wouldn't be reduced, I don't think, because just about every station needs a full list of the positions of all ships anyway. (For the LRS tab)

ryleyra

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Reply with quote  #58 
More testing:

I played a game on difficulty 8, and finally picked up a Lateral Sensors. I used it, and scanned all ships in the sector. I was able to scan every ship, with 70 seconds to spare. I am now fairly confident that with Sensors set to Unlimited, one Lateral Sensors can be used to scan all ships in the sector on difficulties up to 9, and almost all of the ships on difficulty 10. Difficulty 11 probably would take two or three Lateral Sensors activations, but that's difficulty 11.

Just reducing the usage time from 5 minutes to 5-30 seconds or so would go a long way towards making this upgrade balanced. Or, take a cue from Double Agent, and allow instant scan of up to 5 targets, but then you can't instant scan again for 5 minutes.

I'll also note that the 10% buff on the other upgrades could be higher if the duration was shorter. 5 minutes is a VERY long time. On the one hand, I like this because it's fairly close to permanent. On the other hand, if would feel more useful if I could save the upgrade until a critical fight and use it just when the boost is needed.

Certainly if permanent versions of these boosts ever become available, they should be the 10% version.

I also tested if taking an upgrade to a base would allow it to be traded in or anything. There was no message on Comms that indicated that such a trade-in was available, and activating the upgrade had only the normal effect. So I'm guessing if the talk about turning in upgrades at bases is true, this is something coming in the future.

I have yet to see if missions offer anything new. I meant to test that, but didn't have time.
ryleyra

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Reply with quote  #59 
Also, I had a thought about anomalies, which I thought could help their perception as "arcade game pickups." In Star Trek, the Enterprise never had to wander around the sector, running into anomalies to see what they are. Anomalies could be scanned to determine their nature before getting close. With that in mind, maybe anomalies should be clickable, so they can be scanned. The scan can tell you what the pickup is, and even allow you to locate HiDens Power Cells.

I realize that the idea is to introduce a little uncertainty, but I found myself frustrated at having to run around the sector trying to see if I could find the anomaly type I was looking for. And if future versions are going to have us running around looking for specific resources because a mission asked us to, it would definitely be helpful to be able to run a preliminary scan for it.

I'm not sure about using the click and scan interface as with ships and monsters. Maybe color could denote a particular type of anomaly? The color could show up only on Science, leaving the Captain's Map to only show the current white anomaly. I meant to note, I thought also the anomalies could flicker on the Captain's Map, like they did originally, to give Science a more robust means of looking for them.

I think I also agree with Arrew's thought that Wrecks should be their own object type, and not monsters. I can see why they were; they can spawn monsters when destroyed, and random wrecks can appear at the start if you select lots of monsters. But I really think they should have a different icon.

I do appreciate being able to scan enemy ships and monsters separately. Even unidentified, there should be a difference between them; enemy ships have technological signatures and can be sending out FTL communications, while monsters have organic signatures, and measurable life readings. (Biomechs appear as ships because they're a combination of the two) A wreck, however is dead, it only has a physical reading, and should not be putting out energy or movement readings of any kind.

As with the anomalies, I realize it may be taking something away to be able to tell which objects are a wreck without scanning them. However, a wreck should normally be appearing only when a ship is destroyed, and that is obviously a wreck. The question is what to do with the wrecks that are in the sector at the start of a game. Maybe they could be hidden until the ship gets in visual range, to reflect that they are so hard to locate with a scan. Or maybe they could be hidden among the anomalies. The original anomaly was a wreck, after all.
Fish Evans

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Reply with quote  #60 
Perhaps adding yet more anomalys and then allowing the scan to break them into a catogory rather then a specific item? would allow for some planing perhapse
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