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Messages - SuicideJunkie

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181
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 15, 2013, 09:00:06 pm »
New version of the GUI is available:
 - Physics now understands mass changes as hexes vanish when disabled.
 - Connector hexes no longer turn white if you disable/enable certain components.

Mod changes:
As above, upgraded solar panels and armored irises apply to anything constructed starting now.

182
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 15, 2013, 06:26:36 pm »
Yeah.
The capacitors have -25% opacity, and a -1000% damage factor or so.

Thus there is a 1 in 4 chance of a 1dmg particle interacting with the capacitor.  When it hits, the capacitor absorbs -1 damage from the particle, 1 - (-1) brings the particle to 2dmg as it moves on, and the capacitor suffers -1 * -1000% = 10 hp damage.

Capacitors thus amplify incoming damage and hurt the rest of your ship badly.

They also amplify outgoing damage, but are very much not cost-effective in that role.
You could, for example, have a line of capacitors in front of a heavy laser, and amp the beam up from 10 to 20 dmg.  It would punch through even a full strength hex shield, but you could only fire once every 10 turns to avoid burning out your caps, instead of twice every turn.

183
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 15, 2013, 05:22:24 pm »
Ed has pointed out that the price of the Armored Iris is not consistent with the other armor.
An Armored Iris will be changing from $45 to $100 in cost during the next mod update.  Already-built irises will remain valued at $45 for score and scrapping purposes.

I am also considering bumping the energy output of solar panels from 15e to 25e.
This will put them on par with a small to medium reactor in terms of E/turn/ton, and E/turn/$.  The main disadvantage of solar panels remains their huge surface area; they will provide about 1E/turn/hex whereas reactors provide ten times that power density.

184
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 14, 2013, 02:06:13 am »
Even the most disposable ships need to have a good cost:benefit ratio.

Perhaps it is the transition from relying on luck and numbers to survive, vs relying on sheer hitpoints and full defence coverage that is the tricky bit :)

My starfury design acts like the latter when facing fighters and other small craft, but is more like the former when facing warships.

185
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 14, 2013, 01:35:56 am »
You're allowed to put lots of small weapons on if you like. ;)

In the Fab Three game I had a nice PD frigate with 8 small lasers under contour shields.
It was able to dish out a lot of damage, but it lost a couple teeth in each fight since the contours just don't hold up very long.

If you focus too much on anti-warship firepower, the other players can build annoying small craft to use against you :)
A fighter screen for your warship would be a good idea.  Ed can probably help with that since he's already got a bunch of small craft built.

186
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 13, 2013, 07:55:37 pm »
Wow, that missile didn't do what I was hoping for (I wanted to cripple the Littlefox One), but it sure did a lot of damage to the soft spot on the base.

Fortunately for her, GirlInHat has a whole turn before those Team Draxis gunships start firing... There's time to spin the forward shields and the bulk of the base between Weasel and the fabber, and to get the LFOne between Cerberus and Foxden's side.

Spoiler (click to show/hide)

187
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 13, 2013, 08:28:28 am »
The "leader" doesn't have a lot of meaning.  In proper teams where everybody is mutually allied, it would be random each turn based on who is checked first. 
Shortest name keeps things consistent and keeps the scoreboard more compact.

Any suggestions on how to display other players' alliances clearly?

188
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 13, 2013, 01:50:52 am »
New version of the GUI is uploaded.

I've been doing some work in the background that you won't see the fruits of yet.
The new thing you can see is that the GUI auto-detects teams and now shows a team-based scoreboard at the top.

Teams are based on finding a leader, and all the people that are mutually allied with that leader.
The members don't need to be allied with each other.

Whichever member has the shortest name is chosen for the team name of "Team $shortname".
If the team has only 1 member, then its the full name of the player, without the Team prefix.

Political changes will refresh the team detection.

189
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 11, 2013, 05:46:42 pm »
Crowe was asking earlier on IRC, but has since disconnected:

That wreck was able to accelerate despite having zero energy, because the thrust is paid for in advance.
It costs energy to charge up the thrust points, and thus none to use the thrust later (although you'll naturally need to pay to recharge again as soon as you use it).

190
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 11, 2013, 01:03:50 am »
According to my projections, that ship is going to be 50% guns, 25% defence, 8% engines, and cost as much as three gunships.

Think you've got enough dakka there? :D

191
The dwarven settlement should exist, but as just undeveloped terrain with no buildings.

I'd expect it to be easier to find the vampire with no walls hiding him, assuming you can find people standing around there at all.

192
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 04, 2013, 09:11:32 pm »
Yeah, its definitely not threatening, but its more damage than my fighter can put through those shields.
I should probably just buzz your base with unarmed ships and let you damage it yourself :D

193
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 04, 2013, 08:56:40 pm »
There's supposed to be a 1 in 6 chance that it hits. Maybe you got lucky?
I wasn't aware of this.  In that case, yes, I am skilled at luck.
Well, you missed this turn.  The last time you fired, you hit your base two out of four times and my fighter dodged the rest.  That's why I thanked you for your fire support :D

It should all average out in the long term.

194
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 04, 2013, 07:59:00 pm »
The damage applies before docking.
But the design grid of the gunship on which the damage traces were placed no longer exists.

Also, the ship which absorbed the damage no longer exists, so those damage counts don't show up either.

195
Other Games / Re: THANCS - a Newtonian space TBT
« on: December 03, 2013, 11:42:11 pm »
Congratulations to USEC for the first component kill of the game so far.

GirlInHat; thanks for your fire support during my attack run on your base :D 

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