![]() ![]() Simply put, small shuttlecraft are more fragile than cruisers, and ships from the 25th century are much more resilient than ships from the 22nd. Ships were given almost arbitrary values for their hull and shield capacities, scaled to match their size or age. doing both at the same time requires 30% of the ship's stock power generation, greatly decreasing weapon proficiency. Damage: 600/s Energy: 600/s Heat: 600/s)Ĭurrently, Hull repairing and Shield recharging are the only other things that require power, and they do not put out any heat.įor any stock ship, recharging shields drains 10% of your power generation, and repairing hull drains an additional 20%. Weapons also draw power and generate heat at the same rate, which in the case of phaser beams, is equal to the damage output as well. This means that a ship that has a power generation rate of 10 will also have a heat generation rate of 10. This means that a ship that is fresh out of the shipyard will just barely keep it's weapons firing, and will run out of power reserves after 15-30 seconds of non-stop weapons fire.Īll ships generate heat at the same rate they generate energy. Most ships generate power at a rate just under their stock weapon's power demand. Here are a few numbers regarding ship heat and energy: This simplification was done for two reasons: To help ease the process of future game balancing, and to temporarily eliminate the need to implement power generators or cooling systems. Currently, Ships generate energy and heat on their own without outfits, and ship movement does not drain energy or create heat. In alpha v 0.0.1, the energy and heat system is significantly simplified compared to the stock system. This video covers most of them:Ī deeper look into the inner workings of ES:TFF and a more detailed description of the game balance. Many new sound effects were added, some of which replacing stock sounds. There are some other, hidden outfits scattered around in the data files. Impulse Drive (Just to enable engine flares).Photon Grenades (Fragmentation Grenades equivalent).Antimatter Storage Pod (Fuel Container).Transwarp Manifold (Jump Drive equivalent).Quantum Slipstream Drive (Scram Drive equivalent).There are still a few outfits that needed to be added to enable certain mechanics: Not many outfits were added this patch, and most of the original outfit statistics are built into the ships. Phase Cannon (Deep Red from Star Trek: Enterprise)Ĥ Types of projectile-based weapons were added:.Particle Phaser (Original Blue Phaser from TOS).Expect fucking about.Some lesser-known starships were added, including one of the first warp-capable ships (Conestoga):įinally, several small craft were added, including shuttles, runabouts, and fighters: This is a Self-Insert, with power-manipulation abilities, in Brockton Bay. Creator Chose Not To Use Archive WarningsĬompletely Unoriginal is an affectionate parody of the CYOA/SI/MC genre, taking an overused, underappreciated premise and trying to do something interesting with it.Theonewhowas Fandoms: Parahumans Series - Wildbow Completely Unoriginal :: Yet Another CYOA/SI/MC in Brockton Bay
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