![]() Because fire will spread through doors but not walls, it may not be such a hot idea (pun intended) to put doors everywhere you can, because you will be helping fires spread faster. Fire spreads through open interior spaces and doors, but it cannot spread through walls or armor, or over exterior structure. If a fire is not put out quickly, it is likely to spread to neighboring rooms. While crew can still walk through fiery areas, they do so much slower than normal and, worse yet, have a chance of being killed. Once a fire starts, it will continue burning until the module that is on fire is destroyed or the fire is put out. Additionally, cannons can also cause fires when their super-heated ammunition rounds are able to penetrate inside enemy ships. 0.12.0 extends this feature such that these modules also often start fires on the ship when they are destroyed. Version 0.11.4 added a feature where reactors and some other modules would cause collateral area-of-effect damage when destroyed. As such, electro-bolts are an effective counter against enemy energy weapons (laser blasters, ion beams, and other electro-bolts) and shields (when the electro-bolt hits the energy field it's treated as-if it hit the shield generator itself), but not effective against projectile weapons like cannons and missile launchers. While this electricity does little damage to enemy ships, any systems that get hit by an electro-bolt will be drained of some of their power. This is a short-range weapon that fires bolts of electricity. ![]() ![]() The missile launcher isn't the only new weapon in 0.12.0 - it also adds the "Electro-Bolt". PDS fire rapidly but are fairly inaccurate, and so it is often a good idea to cluster several PDS together to create a "wall" of gunfire which can shoot down almost all incoming missiles.Ī ship without any PDS will be very susceptible to long-range missile fire from enemy ships. They can't damage enemy ships, but, unlike other weapons, they can shoot down incoming missiles that come too close to them. Point Defense Systems (PDS) are tiny automated gun turrets. While very powerful, there is one major disadvantage of missiles: They can be shot down by the new "Point Defense Systems" that were also added in 0.12.0. If all modules were the same size, it would be a lot easier to design a perfect ship. I want designing a good ship to be a lot like solving a jigsaw puzzle, trying to get all the pieces to fit right. But there's a also a game design reason for this: I like to make different ship modules have various different sizes and door access locations so that you, the player, have to think more about the layout of your ship. The "in-fiction" justification for this is because crew have to be able to reach the missile tubes to load them and therefore the only place the control panel could go was against the back wall. If you take a close look at the missile launcher itself, you might notice that there are only two possible locations for doors, and they're on the sides of the launcher instead of in the rear as one might expect. These missile parts are manufactured in a "missile factory" and then each missile part is hand-carried by the crew to the missile launcher.Įach individual missile is made out of four individual missile parts, and each crewmember can only carry one missile part, so it takes a lot longer to load a missile launcher than it does to load a cannon. Similar to the cannons, missile launchers require their own kind of munitions - that is, "missile parts". Unlike the other weapons, which require line-of-sight to their target, missile launchers can be safely tucked away on the sides of ships, thanks to the missiles' own homing and obstacle detection systems. Missiles are long-range homing weapons that do high damage in an area-of-effect wherever they hit. ![]() Probably the most exciting new feature is missiles. This past Wednesday I released live to the world version 0.12.0 of Cosmoteer, and oh boy was this a big release! It's got new weapons, new defenses, a new game mechanic, and some great user interface improvements.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |