NarnKar wrote:Unreliable, which changes the radius tag, only works on BURST type weapons, since radius is only functional on BURST wepaons.
That prefix actually changes type to BURST and makes other changes to converts the whole weapon blueprint into Flak style. There was something wrong with the radius tag though. BURST weapons will always display how many projectiles they fire with each shot, so even if the weapon shows "Shots: 1" it should still fire its regular burst.
CE Endless Loot 1.25b for CE and CE Endless Loot 1.25b for CE Infinite
- Radius adding prefixes fixed
- Weapon showcase re-added
Russian Rockman wrote::idea: You should add a shield training simulation since it's strangely left out, all you would have to do is spawn a simulated ship with a laser weapon that fires just fast enough to constantly pelt your shields, but never actually penetrate more than one layer.
I wanted to do this via ion weapons, but unfortunately ion damage does not count as XP granting shield depletion. The problem is that shield depletion can not be separated from actual hull damage, so if the player drops shields the fight suddenly becomes quite real. I find that difficult to explain to the player and the sim should not have that kind of damage potential.
Russian Rockman wrote:For the combat simulator another less lethal scenario would also be to spawn a simulated AI ship that you can "board" and destroy it's systems. Destroying each system completely would damage the ship just enough so that it would surrender and end the simulation. Allowing you to pull your crew back and preventing the non-existent ship from jumping away with them.
While I like the idea I, again, find it difficult to explain how this works. I guess the crew gets jacked into the matrix once teleporting or something like that, but I wanted to characterize all this simming as some rather crude computer based thing, its not as a full out holodeck or something like this. There are also some problems that could come with this, like the ship jumping away with your crew when out of fuel and simming.
Russian Rockman wrote:Of course that would require a teleporter. But, the combat AI's can actually be quite lethal, as we all know... Engi's would be a better opponent, but that kind of breaks the lore of the simulation.
Yeah, thats why there are so many options. Any ship can deal with two avatars at least though. Its up to the player how challenging he wants the fight to be.
Russian Rockman wrote:Lastly, the fire on the repair simulation is interesting, but if you just removed that you wouldn't need to have the warning that it could actually damage your ship. I don't think the fire is really necessary...
True. I wanted the repair scenario to have at last some kind of stakes, cause it is already the most boring one of all the scenarios. I also thought that a true fire drill is not to weird and would be accepted as realistically possible by the player. But yeah, could be removed, but would probably make that options way more interesting.
stylesrj wrote:Can you tell these enemy ships to stop trying to escape into hazard zones? I was fighting a Rock ship over a sun, then they decided "Hey that asteroid belt looks like a good place to hide!"
Up to you if you chase them. :p