|
Post by Space Borders on May 12, 2015 9:02:41 GMT -5
Concerning the energy, I wanted to keep the interface cleaner, since this just concerns the mothership. However, I will add something with similar functionality to the mothership itself, some kind of lights that will tell you about the energy level. With regards to the AM turrets, this sounds like a pretty good idea. Will get right started with changing those two things.
|
|
|
Post by Space Borders on May 12, 2015 9:05:18 GMT -5
The blue bar during selection is always by default mapped to the special ability. It might get confusing + you would have to select the mothership to check its weapon energy all the time. Don't worry, I'll think of something similar to the bar.
|
|
|
Post by three3pryme on May 12, 2015 19:07:35 GMT -5
whats wierd is, it hapened RIGHT when i started playing starport one and there was no explosion or anything, and it was 5 seconds long, wierd
|
|
|
Post by Space Borders on May 13, 2015 11:33:33 GMT -5
Sorry for the late update, unfortunately my car transmission broke and requires replacement, so I wasn't able to post any news until now. whats wierd is, it hapened RIGHT when i started playing starport one and there was no explosion or anything, and it was 5 seconds long, wierd That's exactly what I would expect. Like I said, when you start a mission from the main menu, there is the intro video running in the background. If any explosion happens in it, it will be transferred to the any mission you start during that time. Will change that though. Now, concerning the beta, I've made some changes to the way weapons are configured, i.e. you will get information about the power output of the mothership, how much every turret needs and how your overall consumption vs. the production looks like. Check out the following screenshots for more details.
|
|
|
Post by Space Borders on May 13, 2015 11:41:30 GMT -5
- The first image shows how much power a turret needs during constant firing. - Second one shows how much energy the mothership can store and how much power it generates, according to the current upgrade level. - Third image shows how much power your current configuration requires, how much the mothership can output and how much energy it can store. Note the auxiliary part. This is an extra battery, that can only be used by the artillery, once all the main energy is depleted.
|
|
|
Post by Space Borders on May 13, 2015 11:54:16 GMT -5
Here, the first image shows the energy status of the main battery. Note the blue lights, they indicate the amount of remaining energy. As you can see, it has used up around 40% (2/5), while firing upon an enemy. The second image shows the mothership operating in auxiliary mode, meaning that only the artillery will be able to function. In this case, the mothership has used up 40% of it's auxiliary energy. When all five lights are red, the mothership has completely run out of energy and will require to recharge a little bit before firing the artillery again, so firing becomes slower. Once it stops firing the red dots will disappear one by one, until it starts to fill up the main battery again, meaning that turrets will be able to fire again. So the sequence of consumption looks as follows: BLUE 5 -> 4 -> 3 -> 2 -> 1 -> 0 -> RED 0 (artillery only from here) -> 1 -> 2 -> 3 -> 4 -> 5 (all energy drained) and then the whole thing backwards again. Needless to say, that as you upgrade the energy levels, you have to worry less and less about running out of energy, which allows you to mount more powerful turrets and use suppression fire more effectively. Attachments:

|
|
|
Post by joe130794 on May 13, 2015 12:40:21 GMT -5
Like the auxiliary power idea. And also the easiness to see power now. Makes it easy to work out. Was just wondering if fixed weapons would ever make an appearance for the larger capitals, maybe fixed direction plasma guns for a little extra firepower but not being able to turn maybe implemented as a mk2 or mk3 version of that ship. been thinking maybe when they reach maximum rank that you could upgrade them to mk2 or mk3 and then have to level them up again and it could add extra abilities or maybe 1-2 more weapon ports and a difficulty level that does it to aliens ships depending on how hard people want the game. Maybe do it once this current one is stable or add it to the list of things to do for the prequel.
|
|
|
Post by three3pryme on May 13, 2015 21:44:32 GMT -5
one thing, i can NEVER get the carrier to safety in the mission before final stand, it jumps in, but is too far away for one of my good ships to reach it. let alone it wont move to the mining station fast enough before getting killed! so can u replace it with the new hydra?? please? because its kinda a waste
|
|
|
Post by Clinkzbone on May 14, 2015 7:04:10 GMT -5
Bug: ships sent to the hangar for repairs refuse to repair to 100%. In the hangar screen it says the ships are on 100%, but when they are undocked they are always at 99%.
|
|
|
Post by Clinkzbone on May 14, 2015 7:32:33 GMT -5
What new Hydra???
There's only 1 carrier in the game...
Also, you have abilities. Use them.
|
|
|
Post by three3pryme on May 14, 2015 18:20:35 GMT -5
by "new Hydra" i meant new ship besides, half the time, the abilities are recharging, or i used my black hole which often happens, half the time, it warps onto a battlecruiser! where its gonna die in one minute, artillery doesnt help much, mines do little damage, and most of the time, it doesnt target onto the flares that i use
|
|
|
Post by three3pryme on May 14, 2015 18:22:17 GMT -5
Bug: ships sent to the hangar for repairs refuse to repair to 100%. In the hangar screen it says the ships are on 100%, but when they are undocked they are always at 99% wierd, i dont have that bug
|
|
|
Post by Space Borders on May 15, 2015 13:56:50 GMT -5
Like the auxiliary power idea. And also the easiness to see power now. Makes it easy to work out. Was just wondering if fixed weapons would ever make an appearance for the larger capitals, maybe fixed direction plasma guns for a little extra firepower but not being able to turn maybe implemented as a mk2 or mk3 version of that ship. been thinking maybe when they reach maximum rank that you could upgrade them to mk2 or mk3 and then have to level them up again and it could add extra abilities or maybe 1-2 more weapon ports and a difficulty level that does it to aliens ships depending on how hard people want the game. Maybe do it once this current one is stable or add it to the list of things to do for the prequel. OK let's keep that in mind for the prequel, or even (possibly) a sequel. Right now I want to focus all energy on completing AE. one thing, i can NEVER get the carrier to safety in the mission before final stand, it jumps in, but is too far away for one of my good ships to reach it. let alone it wont move to the mining station fast enough before getting killed! so can u replace it with the new hydra?? please? because its kinda a waste I have moved the carrier to a location where there are no enemies (normally). Bug: ships sent to the hangar for repairs refuse to repair to 100%. In the hangar screen it says the ships are on 100%, but when they are undocked they are always at 99%. Odd, but I've made a small change. Let's see if it works for you. Two new and major features I would like to announce. These are the last new features, that will be included in the update. 1 - Turrets rotate with the ship, which I think we all can agree on, makes much more sense. This can give you some great advantages, turning ships to aim at enemies faster (adds a new fun factor to the game). Also, using the move command from the ship menu, allows a ship to move and rotate its turrets into the direction it's moving, just in case you suffer from OCD.  2 - Wingman attacks. You can now give a lead ship, a group command attack. This will tell all wingmen to attack the same target. To overcome the problem of having ships you don't want to attack, but to be in the same formation, you can enable/disable this behavior for individual ships selectively. The command is passed from a parent ship to all children, including wingmen of wingmen etc. Any ship with this function disabled will not participate in the attack, but will pass the command on to its children. The root leader also has the ability to cancel any and all attack commands issued, allowing ships to return to the formation (similar to a retreat). Check out the attached image. The button where the docking function usually is, allows a leader to issue a wing attack. The button at the bottom left allows you to include or exclude wingmen from all attacks. By default this is enabled, utility and/or unarmed ships are always excluded from this command, regardless of their setting. The same button also allows the root leader to call off all attacks. If you wonder where the docking function is, it is still there and will pop up depending on what you long-press. Attachments:
|
|
|
Post by Clinkzbone on May 16, 2015 5:31:24 GMT -5
Have narrowed down the healing bug. Ships don't repair to full if they rank up during the mission. If they don't rank up, they can repair just fine.
|
|
|
Post by Space Borders on May 16, 2015 14:56:51 GMT -5
OK, great. Will try to get to the bottom of it. So do you mean that ships, that have already ranked up in a mission, will heal properly in another mission, or do they generally not heal properly in any mission, once they rank up?
|
|