Hey folks! As you may be aware, the 0.14.8 update is planning to add tractor beams! Although the release candidate for this update isn't scheduled to come out until Friday of next week, I already have the tractor beam basically working, and I'd like to get your feedback on it early so that I can make any major changes to it before the release candidate instead of after.
Download Tractor Beam Prototype 1
Some notes about this prototype:
ALL of the art and visual effects are TEMPORARY. They are just "programmer art" that I'm using to test the code and mechanics, and they will be updated to look way better before the release candidate.
The size, cost, and general balance of the tractor beam are also highly preliminary. It's currently 4x4 and costs $25K, but both of those could change. It also has a 360 degree firing arc, but the final version might have a limited arc. I welcome your feedback on all of this.
Tractor beams are targeted a bit differently than normal weapons. By default, it's set to hold fire (though you can change it to "at will" just like any other weapon). It will also ignore any ship-wide targeting commands (though you can still select the tractor beam and give it an individual target). Instead, if your ship has a tractor beam, you will have a couple extra buttons on your HUD that will allow you to target the tractor beam(s) on an enemy ship or cancel its target. By default the tractor beam targets the center of the targeted ship, but if you hold Ctrl you can target a specific part.
There is no "push" mode. If you think it really needs a push mode, please explain why.
The tractor beam has a 200 range but, once firing, can stretch up to 400 range. As the range increases, its pull strength and power consumption increases, making it act kind of like a rubber band.
Shields block the tractor beam, but will have their power drained by the tractor beam. (The amount drained increases with range.) I am unsure if this is a good idea, or whether it would be better to have them ignore shields. (Tractor beams have a very high power cost per point of shield drain, which I think will make them ineffective anti-shield weapons, except that they have so much power capacity that at long range their burst anti-shield damage is actually quite high. Unsure if this is bad or actually kind of interesting.)
It's the first roof-mounted "weapon", huzzah! The 0.14.8 update will come with full modding support for roof-mounted bullet and beam weapons.
Let me know what you think!


