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Endless sky ships turn into wrecks
Endless sky ships turn into wrecks





(Currently they have very similar projectile sprites, and they use the same sound effect. They fire 5, 3, and 4 projectiles (respectively), then they reload for a couple seconds. The Pulse Phaser, Phaser Cannon, and Heavy Phaser Cannon all act similarly. Type XV Phaser - Fire: 1.16s Reload: 9.44s Max: 8.Type XIV Phaser - Fire: 1s Reload: 7.1s Max: 7.Type XII Phaser - Fire: 1s Reload: 7.1s Max: 7.Type X Phaser - Fire: 0.83s Reload: 5.08s Max: 6.Type VIII Phaser - Fire: 0.66s Reload: 3.36s Max: 5.Type IV Phaser - Fire: 0.5s Reload: 2.05s Max: 5.

endless sky ships turn into wrecks

  • Phase Cannon - Fire: 0.66s Reload: 2.7s Max: 4.
  • Particle Phaser - Fire: 0.66s Reload: 3.36s Max: 5.
  • endless sky ships turn into wrecks

    This list will show you how long each weapon fires for, how long each reload time is, and how many can be mounted to a single ship without the firing periods overlapping: (This not only looked bad, it also required sound effect files to be really long in order to prevent audio looping)ĭifferent phaser beams have separate firing times and reloads. This was intentional, and it lets us mount multiple phasers without them all firing at once. If you mount more than one array on a ship, then they will fire one after the other. Phaser arrays by them selves fire for roughly a second, and have a reload period of up to several seconds. On the other hand, some weapons, phaser arrays specifically, are designed to act in a very odd but specific way. Some of the weapons, like torpedo launchers, have pretty straight-forward characteristics. Tactical Vessels - Shields in 70s, Hull in 160s.Science Vessels - Shields in 40s, Hull in 180s.Cruisers - Shields in 80s, Hull in 120s.Freighters - Shields in 100s, Hull in 180s.Shuttles - Shields in 40s, Hull in 180s.Fighters - Shields in 40s, Hull in 150s.This list shows how long each type takes to fully regenerate their hull and shields (in seconds). Other than those restrictions, hull and shield values are almost completely arbitrary, and are 100% open to change.Īs more ships are introduced, the hull and shield values will even out and become much more balanced.ĭifferent types of ships regenerate their hull and shields at different rates. Simply put, small shuttlecraft are more fragile than cruisers, and ships from the 25th century are much more resilient than ships from the 22nd. Ships were given almost arbitrary values for their hull and shield capacities, scaled to match their size or age. doing both at the same time requires 30% of the ship's stock power generation, greatly decreasing weapon proficiency. Damage: 600/s Energy: 600/s Heat: 600/s)Ĭurrently, Hull repairing and Shield recharging are the only other things that require power, and they do not put out any heat.įor any stock ship, recharging shields drains 10% of your power generation, and repairing hull drains an additional 20%. Weapons also draw power and generate heat at the same rate, which in the case of phaser beams, is equal to the damage output as well. This means that a ship that has a power generation rate of 10 will also have a heat generation rate of 10. This means that a ship that is fresh out of the shipyard will just barely keep it's weapons firing, and will run out of power reserves after 15-30 seconds of non-stop weapons fire.Īll ships generate heat at the same rate they generate energy. Most ships generate power at a rate just under their stock weapon's power demand. Here are a few numbers regarding ship heat and energy: This simplification was done for two reasons: To help ease the process of future game balancing, and to temporarily eliminate the need to implement power generators or cooling systems. Currently, Ships generate energy and heat on their own without outfits, and ship movement does not drain energy or create heat. In alpha v 0.0.1, the energy and heat system is significantly simplified compared to the stock system. This video covers most of them:Ī deeper look into the inner workings of ES:TFF and a more detailed description of the game balance.

    endless sky ships turn into wrecks

    Many new sound effects were added, some of which replacing stock sounds. There are some other, hidden outfits scattered around in the data files. Impulse Drive (Just to enable engine flares).Photon Grenades (Fragmentation Grenades equivalent).Antimatter Storage Pod (Fuel Container).Transwarp Manifold (Jump Drive equivalent).Quantum Slipstream Drive (Scram Drive equivalent).There are still a few outfits that needed to be added to enable certain mechanics: Not many outfits were added this patch, and most of the original outfit statistics are built into the ships. Phase Cannon (Deep Red from Star Trek: Enterprise)Ĥ Types of projectile-based weapons were added:.Particle Phaser (Original Blue Phaser from TOS).Some lesser-known starships were added, including one of the first warp-capable ships (Conestoga):įinally, several small craft were added, including shuttles, runabouts, and fighters:







    Endless sky ships turn into wrecks