Tobi-wan_Kenobi Nukes are behaving weird in 4.1. Sometimes they just disappear immediately after being fired.
Thanks for the save, will fix.
Tobi-wan_Kenobi I have a miner (get it?) complaint with mines. They seem to be detonating on debris, even debris from your own ship. This is an issue if you're trying to lay mines with a piece of debris near your ship, or if you detach bits with explosive charges.
Good catch, will fix, thanks.
Tobi-wan_Kenobi I think removing contact detonation makes mines too weak, especially against fast ships that can just breeze through the minefield and exit undamaged. Did people have a problem with contact detonation?
It's a bit of an experiment. I like the idea of mines bouncing off ships because it potentially opens up more strategies and emergence. (I also do worry that mines are too powerful on direct impact.)
Changing the detonate timer on mines is easy to do if we want to make them harder to avoid.
Tobi-wan_Kenobi I also suggest having mine shrapnel spawn with randomized vectors. The evenly spaced circle we currently have looks too neat, unnatural.
They already have randomized vectors, but maybe it's not not enough?
Tobi-wan_Kenobi Flak looks weird against mines. Try moving a flak ship through an enemy minefield. I think what looks odd to me is that the flak smoke inherits the travel velocity of the firing ship. It would look more natural if the explosions were stationary.
Hmm, I'm not sure what to do about this. If I make flak explosions stationary, they'll look bad in battles where the ships are moving (like 99% of battles).
Not intentional, will fix, thanks.
samepage Found a bug: Missiles AOE ignore shields when the shielded ship is moving away from the missile.
Found the bug, will fix, thanks.
samepage Both the factories of EMP and Nuke need bigger power storage. They constantly ran out of power even if they're right next to a reactor.
Agreed.
samepage One thing I feel werid is that when their factories get destroied, they cause explosion like all other factories. IMO they should cause EMP that drain power to the surrounding rather than causing physical damage.
Agreed, I just didn't bother to do that for the prototype. I'm planning to have each factory explode similar to the kind of missile it produces. (Be careful with your nuke factories!!!)
samepage I still think the flak should do more damage.
More damage vs ships, vs weapons, or both?
samepage One more thing. I think the HE missile's life time should reduce from 7 seconds to 6 seconds. With the improve in missile guidance, 6 seconds is long enough for them to hit anything in range. Reducing their life time can also shorten the range of auto-firing missiles, making them less effective for the kiters.
This makes sense, though I wonder if I should just limit the range of auto-fired missiles.
Tobi-wan_Kenobi My complaint is that flak has too narrow a field-of-fire to properly cover the short-range defense.
The point of having a narrow arc is to make you have to think carefully about where you put it and prevent stacking flak from being too strong. I'm open to increasing it though, but I wonder whether simply buffing the damage is the better solution so that flak can better destroy perpendicular missiles.
Tobi-wan_Kenobi Maybe remove the artificial FOF limiters on the turret art and see how far it can turn before the barrel touches the wall?
The art is temporary, just stolen from the cannons. I will make the art match whatever arc I decide is best.
Tobi-wan_Kenobi As an aside - since the flak/PD range roles seem backwards, would you be willing to consider reversing their roles?
First of all, I don't understand why they seem backwards to you. And second, no, the whole point of flak is that we need a short-range defense that can also justifiably shoot down cannons and lasers, swapping PD and flak defeats that purpose and does nothing of solving the original problem of PD being broken from a balance perspective.
Tobi-wan_Kenobi I would prefer flak be a 2x2 room with a standard cannon turret, but double barreled.
Maybe, I'm not necessarily opposed to that. The main reason I made flak so big was just to have more variety in part size. (We already have plenty of 2-wide weapons and defenses.)