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A lot of scifi games are for sale on Humble Bundle, deals end on 8/19/2019


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  • #107240
    Avatarfox
    Participant

    The jumps free-of-charge might be due to the Easy difficulty. But I’m guessing. I always play Normal and don’t know what’s affected by the difficulty. Combat certainly is.

    You’re right: it’s pointless to amass credits — unless you’re saving for a new ship and her upgrades.

    Doing quests is a way of making money, but all quest types save one affect multiple factions at once. Pick quests poorly and you’ll mess your standing with the factions you care for.

    The real money in this game lies in trading. It may be hard to believe in a game so combat-oriented, but facts are that if you find a lucrative trade route you can make good money in little time.

    Since you’re EMD and hang around Sol I should inform you that a profitable trade route is near. I’ll be more specific if you’ll ask me to.

    Do I have all game files uncompressed? Many dirs and files in my install path. No idea if as many as yours. Excluding the ‘Profiles’ folder and what’s inside, I count 4845 files in 53 folders, worth 2.90 GB (3123538177 byte). Note that my non-HD version is boxed — not a Steam download.

    Now let’s talk about the things you haven’t done yet…

    HACKING:

    A risky activity. The more you hack without being caught, the better you get at it. Expect to be busted a lot in the beginning.

    Hacking can be used on any building, provided that it’s no Station, Repository or gun platform.

    By Hacking a building you slowly siphon their Credits over time, until depleted. Buildings don’t regenerate Credits until you leave the system and come back.

    If you don’t get caught, nobody will know what you did.

    If you are caught, ships will appear and attack you. You may stay and resume the hacking, but you’ll take a beating. You can repeat the caught-resume thing as long as they got Credits, but more ships will gang on you each time you get caught. Once you’re done hacking, you better flee. Ships will pursue you, then leave you be. They’ll hang around the building looking for you should you fly back. They won’t disappear until you leave the system and come back.

    If, and only if, you don’t kill your attackers, your standing with their faction will be unaffected despite your awkward hacking.

    Don’t hack a building if a capital ship is nearby.

    BUILDING DESTRUCTION:

    Similar to hacking. You’ll make a lot of ships angry, and if you care about your standing with their faction you better not fight back. The very act of destroying a bulding will lower your standing with them already.

    No building is gone permanently. Leave the system and come back, there’ll be a new one. Usually the buildings targeted by a quest will be special ones that exist only for the purpose of the quest.

    Don’t destroy a building if a capital ship is nearby.

    ATTACKS ON LARGE SHIPS:

    Attack a capital ship on your own and it’s your funeral. Their gun is unforgiving. They don’t need to aim, they just hit you hard and instantly. Let’s not talk about their vast Armor and Shield amounts.

    Capital ships aren’t invincible, just deathly dangerous. You need a strong ship, with lots of upgrades and good modules. And proper weaponry. And tactics! Capital ships have a fatal weakness that you must learn to exploit.

    ID CARDS:

    Fake ID cards have a % success rate. It’s chance-based. The first time an ID card is rejected, the card disappears.

    ID cards can be used when you want to trade with a Merchant ship. If they belong to a faction you’re not in good standing with you may try a fake ID. If they bust you the ID card is gone, and they may attack. Otherwise you make your trades and the card remains with you. ID cards don’t influence the price of goods, far as I know.

    Don’t try a fake ID with a Station -> it would automatically fail.

    ID cards don’t need to be physically within your ship’s inventory. Leave them at any Repository.

    Sure I write a lot… Was it annoying?

     




    A lot of scifi games are for sale on Humble Bundle, deals end on 8/19/2019


    #107241
    AvatarXenonS
    Participant

    Sure I write a lot… Was it annoying?

    You are joking 🙂 I highly appreciate your help, thanks a lot. I WILL read all this, latest when I get stucked in some operations. The manual explains the basics but it doesn’t expand on the details, and for sure not on yours, so: thumbs up for this !

     

     

    The jumps free-of-charge might be due to the Easy difficulty. But I’m guessing. I always play Normal and don’t know what’s affected by the difficulty. Combat certainly is.

    I don’t know how I came to this conclusion, but I was wrong, I do pay for jumps if they are somewhat far away. I must have falsely read my credits, they are hard to read,  sometimes with a comma on it, sometimes not, so I surely got it wrong.

    Jumping more than 4 worlds away may cost you more than 2500 cr. I think that the ‘map vicinity’ of a world doesn’t count for the price, what counts are the nr. of connection roads to take in order to get there, a fine system.

     

     

    Pick quests poorly and you’ll mess your standing with the factions you care for.

    Yeah, that’s interesting, and it’s in the overall Diplomacy where the game is shining IMO. As you said in your last post, staying neutral with a faction can only get you in trouble, I better go for a > 80 points in diplomacy or I shouldn’t care. The problem – and challenge – is: these numbers tell you only about the attack probability, they don^t reflect some NPCs attacking you because of your cargo or because some factions are at war. 

     

    Friendly fire:

    I had a lot of trouble lately, I had to reload several times, also jumping out of the sector and in again to see if it changes, but no: Although my relation with the Ezodar is 95 (!!), if I get in their sector Cassiopeiea and Cepheus, I will at some point get attacked by entire groups of them – just like Pirates. After I got killed and re-jumped in the system, this time it’s a powerful EMD ship that suddenly turns red and attacks me (I am EMD and at max 100. No, I didn’t shoot him by mistake). I got a voice-over saying ‘you are a traitor’…Still I don^t know the reason for this, this happens when I have expensive cargo or nothing in my ship, maybe I picked the wrong faction before to work in a quest, I still don’t know. I was running some in-sector trading with buildings you can enter for ‘special’ trading – not stations – they have the best selling prices; I buy from stations or traders and re-sell there inside a sector for good profits.

     

    ID cards:

    For a reason to these friendly faction attacks, I suspect that I have hit the U key by mistake changing the ID cards, but that shouldn’t matter, right? If I change the ID card before jumping in a sector, will it have consequences?

     

    Quests:

    What I don’t understand with Quests is: let’s say the briefing is that you are going to destruct / kill a EMD subject or building; but at the same you can chose let’s say the Alreani as working for (by paying the 50 cr), so does this mean that if I go on with this EMD and Areani will at some point be hostile? However, by working against faction you only lose 5 points, so that^s not enough to entirely swing their attitude (when largely above 80), so: what happens? or: I get something wrong obviously 🙂

    I think the Mail list with ‘Galactic News’  is the only place to know about factions being at war or hostile each other, your Diplomacy map doesn’t tell you that.

    Is there any other way to know about inter-faction relations? This may be important to know, or you run in heavy fights like here above.

    Don’t know but I imagine that if faction A and B are at war, then doing a quest for faction A will get you hostile with faction B, even if your numbers for the faction B are good ?

     

    Evasion tactics:

    The combat in this game can get very hard, especially if you have the wrong cannon loaded (my ship cannot load 2) and are out of missiles. My speed is still not upgraded much and I have a really hard time to evade if I chose not attacking. The things I do to evade is de-selecting the target (K), use my afterburner a lot with 30 degree direction changes, flying towards a sun or asteroid field, but it’s hard to gain distance so you can use the Mega Speed, in-sector Jump or go in your inventory to make weapon changes (you can enable this in the config file !)…The best I found was to fly towards the jump gate making a lot of small route changes with afterburner to dodge fire and eventually jump out. Docking at a station doesn’t help, your attacker will just wait for you 🙂

     

     

    XenonS

    #107242
    Avatarfox
    Participant

    Jumping more than 4 worlds away may cost you more than 2500 cr. I think that the ‘map vicinity’ of a world doesn’t count for the price, what counts are the nr. of connection roads to take in order to get there, a fine system.

    It must be a change brought by patch 1.3

    In the non-HD version (patch 1.2) the cost of a jump is indeed based on the map-distance from System A to System B.

    I can jump from Ursa Major to Aquila in 740.5 credits. And you?

     

     

    Friendly fire:

    I had a lot of trouble lately, I had to reload several times, also jumping out of the sector and in again to see if it changes, but no: Although my relation with the Ezodar is 95 (!!), if I get in their sector Cassiopeiea and Cepheus, I will at some point get attacked by entire groups of them – just like Pirates. […]

    They shouldn’t have attacked you.

    But I myself have had a similar problem occasionally — last time it was a lone Ord ship in Dorado system. My rep with the Ords is 100% and this ship attacked me. Whatever motives behind the attack, they were limited to the individual. Other Ord ships nearby didn’t join him.

    Next time it happens: open a comm channel with the attacking ship and ask her to cease the attack (you pay 100 credits). She should leave you be.

     

     

    Quests:

    What I don’t understand with Quests is: let’s say the briefing is that you are going to destruct / kill a EMD subject or building; but at the same you can chose let’s say the Alreani as working for (by paying the 50 cr), so does this mean that if I go on with this EMD and Areani will at some point be hostile?

    The short answer is: You can’t change how the factions feel about each other.

    Now the long answer.

    First we must clarify an important detail: You -the player- are a special agency in the game. Although you had to choose a race/faction to belong to, when you created your profile, you’re not actually a member of that faction. It was only to allow the game to apply a preset to ‘initialize’ your like/dislike situation with the factions.

    You are a freelancer. A one-man faction of your own. Pretend that you are the ‘Xenon’ faction. The quests you take only affect the reputation of Xenon. You aren’t influencing the other factions involved in the quest job.

    For example, you take a quest to go destroy an Ord building, and you choose to do the quest for the Makkinist.

    The moment you blow up the Ord building, the Ords will dislike the Xenon faction more.

    Since you completed a quest for the Makkinists, the Makkinists will like the Xenon faction more.

    But Ords and Makkinists won’t like or dislike each other any different.

    Pay attention, because the system adheres to its rules so strictly to become stupid.

    Suppose that you take a quest to go destroy a Makkinist capital ship, and you take the quest for the Makkinists.

    What will happen to your reputation?

    The moment you blow up the Makkinist ship you earn a -5% reputation with the Makkinist.

    Since you completed a quest for the Makkinists you earn a +3% reputation with the Makkinist.

    The two shifts are summed algebrically and you net a -2% reputation with the Makkinists.

     

    Don’t know but I imagine that if faction A and B are at war, then doing a quest for faction A will get you hostile with faction B, even if your numbers for the faction B are good ?

    No. Faction B would continue to like you, provided that you don’t destroy their assets. Not all quests are about the destruction of something. The Satellite-related quests involve no violence, and they pay you +3% reputation like any other quest.

    Doing the Satellite quests you can befriend every faction (except the Collective).

    The Yah-An-Ra are a faction particularly easy to befriend, because they’re at war with the Collective. For every Collective ship you kill, you earn +1% reputation with the Yah-An-Ra.

    – Ezodar at at war with Draglon.

    – Makkinist are at war with Ord.

    – EMD are at war with UF.

    – Yah-An-Ra are at war with Collective.

    I don’t remember if the Chulta Olirion are at war with anyone. Definitely not the Pirates, for I killed hundres of ’em and didn’t make the Chulta any happier.

    Pirates and Collective are kinda special factions, they take on anybody (but at least you can *befriend* the Pirates, oh yes).

    But I never really dug into faction’s relationships so don’t take my word for it.

     

     

     

    As for shaking off an unwanted encounter…

    Don’t forget to boost your Rear Shield recharge rate.

    Just pick a direction and go — don’t steer too much. If you can easily put an obstacle (asteroids, buildings) between you and them go for it, but if they’re too far off your path don’t bother. And to fly towards a star is no use, the AI is unaffected.

    Speed, Energy Cells, and Countermeasures are important here.

    Speed is to outrun your pursuer. They won’t give up till you put some distance between you and them. The faster you go the sooner this happens.

    Afterburners multiply your base maximum speed, but they feed on energy. Upgrade your Energy Cells to sustain your burners for longer.

    Countermeasures can have missiles go in totally another direction instead of homing onto you, but they begin to pay off after you put some levels in them. At level 100 they definitely screw a lot of missiles. However, missiles fired from up close aren’t so easily fooled, that’s why you’ll need Speed to keep a decent distance.

    Maneuverability is also a ship trait to boost, just not as important. Maneuverability affects the time it takes to change direction or also reach maximum speed. Ships have momentum. More Maneuverability means less momentum.

    Note that the *Weight* of your *current* cargo works against Maneuverability.

    And finally, your ship Durability can (and will) negatively affect your overall ship performance: Speed and Maneuverability in particular. Durability repair costs are set at 5% your ship’s base cost in credits. The more expensive a ship is, the more you’re going to pay for its Durability.

    I should inform you that Stations aren’t the only place you can repair Durability at.

     

     

    #107243
    AvatarXenonS
    Participant

    Thanks fox, that’s all very useful to me, especially the 100 cr ‘bribe’ for not attacking which I completly forgot 🙂

    I will check and come up with the travel cost you asked for, but I guess I’m wrong again, I didn’t consider the comma in the price, so my 2500 above would turn to be 250 only which is more reasonable.

    As for factions, yes,  I realize that I have no influence on inter-faction behavior, it cannot be like I imagined above otherwise the whole game would turn into a chaos…

     

    About the Friendly Fire: Is it possible that NPC ships react to the fact that I have 7 quests which I did not yet complete? Also I have dismissed 1 or 2 of them. I didn’t complete some of them because my ship is still too weak, in one of them I have to destroy a subject but as soon as I approach the target I see an enemy CAP ship in battle with my target, I have to leave asap, otherwise…guess if I will last long 🙂

     

    I find the gameplay very good up to now, and I can’t complain about the quests beeing repetitive as told in some reviews, quite the contrary: there seem to be different combat challenges in all of them, the AI is very good IMO.

     

    Cheers,

    XenonS

    #107244
    Avatarfox
    Participant

    About the Friendly Fire: Is it possible that NPC ships react to the fact that I have 7 quests which I did not yet complete? Also I have dismissed 1 or 2 of them. I didn’t complete some of them because my ship is still too weak, in one of them I have to destroy a subject but as soon as I approach the target I see an enemy CAP ship in battle with my target, I have to leave asap, otherwise…guess if I will last long 🙂

    I have another theory. Still unconfirmed — take it with a grain of salt.

    Today in the Crux system I was again attacked by a lone Ord ship, even though the Ords are my friends. No other Ord ship would open fire on me, just this guy with some agenda.

     

    Minutes earlier -always in Crux- I witnessed a battle between an Ord ship and somebody else I didn’t check on. Since they were all friends to me I ignored the event and minded my own business (to reactivate 4 satellites scattered nearby). The Ord would broadcast “These insects fight like the Ord, I need help!” multiple times, but -like I said- I had no enemy of mine on the radar and chose not to intervene.

     

    I suspect that the Ord that would later attack me was the very one asking for *my* help — help which didn’t came. If that’s the case it’d explain his hard feelings towards me.

     

    Worth note is that I bribed this Ord to cease the attack. It worked the 1st time, for about 10 seconds, then he resumed the attack. I attempted a 2nd bribe, but he took the money and kept firing. I fled.

    #107245
    AvatarXenonS
    Participant

    Yes, there must be something in the game code that makes these ‘exceptions’ for friendly attacks. I have found this in the manual in the Diplomacy section (page 24):

     

    “(…) But every AI opponent has a mind of its own so don’t be surprised if someone attacks you just to take your cargo. For example collectives are beasts and pirates are thieves in hart.”

     

    Also, I don’t think that NPC radio messages are thrown out just randomly. They fit the situation (in most cases IMO). In my case, they were talking about my cargo, in another case an EMD attacker called me a Traitor. Both were normally friendly factions. So, your theory may be true.

     

    Travel costs: I get the same numbers as yours for the same travel, no change in patch 1.3.

     

    My first attempt in Hacking has blattantly failed, and I escaping to the jump gate to evade Ord attackers 🙂 Must stop the hacking before the first bar reaches the end…

     

    XenonS

    #107246
    AvatarXenonS
    Participant

    Let’s see if I get this HACKING stuff right:

    I think that the amount you can win is patheticly low, just 500 on average, considering your difficulties once you fail…Also you cannot always get the full amount, you have to interupt before. That^s because the lower green bar only grows slowly in some cases.

     

    If I understand it right, and what I do is:

    The % displayed in the upper bar corrisponds to the full lenght value. So if it reads 20% but the bar is half full, then your chance to get caught is 10%; at full lenght 20% etc. with new bar values.

    Best hacking is done with most money and the smallest max security % level.

    If I fail hacking, I go on anyway with it to collect the total of the green lower bar, even if I get attacked (need good shields and armor).

    Still not sure that all works like this, but you don^t get a penalty in Diplomacy for a failed hack, as long as I don’t kill the attackers

     

    It has been said that hacking with the activated Cloak Device reduces the upper bar speed which is better caus’ the green bar can catch up faster. I wonder what the attackers will do if I’m not visible though 🙂

     

    XenonS

    #107247
    Avatarfox
    Participant

    Let’s see if I get this HACKING stuff right:

    I think that the amount you can win is patheticly low, just 500 on average, considering your difficulties once you fail…Also you cannot always get the full amount, you have to interupt before. That^s because the lower green bar only grows slowly in some cases.

     

    Once you’ve siphoned all money you often receive bonus ID cards. They can be sold for extra bucks. Anyway, the more you hack to the end (get all money) the easier it becomes, for the game progressively manipulates the random rolls in your favor — and you get busted less and less.

    I’ve never completed the Cloaking Device myself, but I know it feeds off the same energy pool as the afterburner. That means you can’t stay invisible forever. Should you be busted while hacking (and you are invisible) the enemy ships would have no target. Not yet. Your energy is going to deplete and you’ll be game soon. Better save energy to cloak yourself for the fly-away trip, I think.

    The best buildings to hack usually are those belonging to the same faction that manufactured the ship you pilot. For example: fly EMD -> hack EMD. Why? Because the EMD ships coming out to destroy you won’t have weaponry suited for their own (therefore *your* own) Armor/Shield combo.

    Speaking of EMD buildings in particular, the best ones to hack are those that look like a rib cage. Their enveloping shape will shield you from most shots and missiles, allowing you to keep hacking with little worry.

    And remember to boost your Rear Shield recharge rate both for hacking and for flying away.

    #107248
    AvatarXenonS
    Participant

    I was able to gather all console command codes, also found the old game forum in the internet archive (the Dreamatix game forum is still alive but under heavy spam attack). Nothing terribly intersting though, most links are dead.

    I will need to find some indications for the time machine and the cloaking device, because I only got 1 piece just by chance, a moving light that you can target with the cursor. I then used the T command to teleport and got 1 time device piece. Seeing the piece size, I think there are 8 pieces for each device, 16 in total, but they all must be hidden very well…I assume all pieces are located in the space plane of a sector and not outside, otherwise no chance to find them in a reasonable time.

     

    XenonS 

    #107249
    Avatarfox
    Participant

    Each device counts 9 pieces.

    Actually it’s easy to know if a system you’re in contains a piece of either device: the Map (M key) will tell you. Every few seconds you’d notice a sort of radar blip, in the form of a rapidly expanding small circle (on the map, yes). You’ll find the thing at the center of that circle. The blip ceases once you collect the piece.

    When close enough, your radar will also pick up the piece’s signature. Just switch to Cargo mode, point your nose towards one of the cargo dots, and look sharply at the space in front of you. If you see a purple or a light blue ball, that might be it.

     

     

    I assume all pieces are located in the space plane of a sector and not outside, otherwise no chance to find them in a reasonable time.

    Nope, the pieces can be off along the vertical axis too. The map will give you the horizontal position with good accuracy. If once there you still don’t see anything, it’s either above or below you.

    The real problem is: the 18 pieces are scattered all over the galaxy, including the alternate systems you can enter via the uncharted jump gates. Leave no stone unturned.

     

     

    Oh wait — There’s something you should check on.

    In the non-HD version there’s a known bug that prevents the player from collecting the last piece of each device. The bug exists in patch 1.2 — so unless it’s fixed in 1.3 you too are having it.

    The bugfix is about 2 numeric typos in 2 text files. You open the files you’re told, you check the numbers you’re told, you make corrections if you need to. Flat easy.

    Bugfix instructions at this link: Cloak and Time devices missing final parts

     

    #107250
    AvatarXenonS
    Participant

    Thanks for the ‘map blip’ tip, this will speed up my findings, have taken one in the Phoenix sector but it was well-defended with some good enemy ships around.

    The patch 1.3 says to have ‘fixed a bug’ with both time and cloaking device, thanks for the fix, but obviously I have to gather all the pieces first to verify…this may take some time 🙂

     

    Enemy ships (not CAPs):

    Up to now I first look at the Level number of the pilot (upper left border of the target window) to know what’s about, but this may not tell you exactly about his strenght. I was fighting with my 2 wingmen against only 1 fighter (I don’t remember his Level, but he was UF I think), and he only landed 1 hit to reduce my upgraded shields by half, soon my armor was also near to zero and I exploded  seconds later :spiteful:

    I have upgraded my Weaponery to over 70, but even with the best weapon for the shield/armor type I cannot do as much damage with only 1 hit. Or it was a very powerful missile?

    Also if things go badly when my armor/shields are low, I order all my wingen to engage the targets and afterburn away, but still the attacker remains on my tail…Logically he should get busy with my wingmen, but that’s not the case apparently…

    My Energy Cells are pretty at max and my upgraded speed value (speed bar) is 7. Maybe that’s still not enough? I have to be careful because the upgrade points for a ship are limited.

     

    Buying new ships:

    I have changed to a Medium EMD Fighter. It’s good that you get all your buyed upgrades discounted and your crafted items transfered. So you could aslo buy the same ship type in order to distribute your upgrades differently ?

    About the ship info: I wonder if the default upgrade numbers, e.g. in the buying section, if you see a speed = 20 for a ship, is this an absolute value, that is: the same speed for a small, medium or heavy fighter ? Or asked the other way: Will a medium or heavy fighter with a speed = 0 in upgrade be faster than a light fighter ?

     

    Nuclear Torpedo / Missile Damage Modifier:

    I can now buy and use the nuke for a ridiculous low price of 250. For doing a damage of 1000 it should cost much more, but I’m ok with it 🙂

    I will use it to destroy a building and maybe during a Planet Desinfection mission to see its effects. This missile should be an ‘all around’ trouble solver, right? I guess a CAP ship just blowing up maybe taking some escorts along with it, but then I haven’t tried it yet…Also I’m curious if any other NPC ships are using this one…

    Is this right: Missile type X with ‘triple’ usage and a Damage Modifier of 80 will do a 240 damage (when all are hitting), so it’s twice as powerful than a ‘single’ 120 one ?

     

    Again thanks for your ‘durability’ in answering all my questions 🙂 I hope all this will be a promotion to this good game, helping others as well 😎

     

    XenonS

    #107251
    Avatarfox
    Participant

    The patch 1.3 says to have ‘fixed a bug’ with both time and cloaking device,

    Good. Most likely it’s the bug I mentioned. I hope this time around they’ll keep supporting the game.

    In regard to wingmen: I don’t use them and I don’t know if your having them is making the game spawn tougher enemies to even the odds.

    Today I finished to befriend the UF. If we exclude the Collective, my only other enemies are the Pirates — which I enjoy killing. You see, I’m friend with the galaxy and I easily find help wherever I go. No use for wingmen.

     

     

    I have upgraded my Weaponery to over 70, but even with the best weapon for the shield/armor type I cannot do as much damage with only 1 hit. Or it was a very powerful missile?

    Missiles can be devastating if fired from foes higher level than you, especially if your shields are down.

    Try to be more aggressive. If you hit your attacker hard you’ll force him into evasive action, making it impossible for him to point his weapons at you. And practice your EMP. Too soon and you waste it. Too late and you risk to get hit by the next missile(s) because they may be in flight already but you have no time left to notice them coming.

     

    My Energy Cells are pretty at max and my upgraded speed value (speed bar) is 7. Maybe that’s still not enough?

    Nah, your Speed is okay. You just need more practice with combat. If you match your speed with your target (look up the keybind in the Options) you’ll notice they never go full speed while in combat. This allows them to turn around real quick. You should do the same.

     

    Buying new ships:

    I have changed to a Medium EMD Fighter. It’s good that you get all your buyed upgrades discounted and your crafted items transfered. So you could aslo buy the same ship type in order to distribute your upgrades differently ?

    Confirmed. Every time you buy a ship you get to decide where to spend your upgrades. Take it to the letter.

     

    About the ship info: I wonder if the default upgrade numbers, e.g. in the buying section, if you see a speed = 20 for a ship, is this an absolute value, that is: the same speed for a small, medium or heavy fighter ? Or asked the other way: Will a medium or heavy fighter with a speed = 0 in upgrade be faster than a light fighter ?

    Good question. I had to peek inside the game files to answer you.

    Yes, they are absolute values. Whether a ship is bought with a Speed pre-upgraded to 20, or bought with Speed 0 and manually upgraded to 20, you end up with the very same end-speed.

    Can we say that all ships perform identically if they receive the same amount of upgrades? Hmm… Yes, mostly.

    Why ‘mostly’? Because in the ship definition files I found a parameter called ‘Angular Friction’. It’s always a decimal number between 0 and 1 (a multiplier?)

    Despite the name, I have no clue what the parameter affects, but the value changes from ship to ship.

    Other than that, the differences between ships are in the form of the Armor/Shield types they use, and the number of upgrades they can receive. Ship size is also a factor not to underestimate. The bigger the airframe, the easier to hit.

     

    Nuclear Torpedo / Missile Damage Modifier:

    I can now buy and use the nuke for a ridiculous low price of 250. For doing a damage of 1000 it should cost much more, but I’m ok with it

    Wait, it’s not 1000, but 1000%

    Missiles -just like guns- apply a multiplier to increase or reduce your base damage value. For example, with a Weapons level of 110 I have a Secondary Damage of 52.0

    Should I launch a Nuclear Torpedo it’d cause 1000% of 52 damage… or 10 times 52. That makes 520 damage.

    Another example: The Ecstasy Rocket has a multiplier of 70% but uses 3 warheads. With my Secondary Damage of 52 an Ecstasy Rocket would inflict… 70% of 52 = 0.7 * 52 = 36.4 damage. Per warhead. Only if all 3 warheads hit the target I can inflict 109.2 damage.

    Invest in your Weapons level. If you don’t know where to spend your upgrades, think ‘Weapons’.

     

     

    I hope that answers your questions :bye: Ciao ciao.

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