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Post by Crazy Tom on Aug 14, 2016 2:35:11 GMT
So I had some questions about how certain things work in game: - How is damage calculated for kinetics? When I create armor to deal with stinger drone fire, should I use aramid fiber for both the Whipple shield and the main armor belt? Or does the aramid Whipple layer which the stinger rounds into plasma and I should use carbon-carbon for the main belt to deal with that?
- How do ships aim and jink? I can't always tell when the thrusts are firing in combat, do ships automatically perform random velocity changes to make it harder to aim? Do the weapons have any ability to lead the larget?
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Post by qswitched on Aug 15, 2016 22:38:27 GMT
The latest blog post has info on kinetic damage: childrenofadeadearth.wordpress.com/2016/08/04/raw-steel/Short answer is that it's really complex and it's rather hard to give any sort of easy answers to what sort of armor works best. All weapons always lead the target. Ships are always dodging if they calculate it is worth it (i.e. if a shot is calculated as guaranteed to hit, they don't bother dodging).
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Post by Crazy Tom on Aug 19, 2016 21:15:18 GMT
What's the rationale behind the Mass Limit for custom fleets?
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Post by qswitched on Aug 19, 2016 22:43:45 GMT
There's a mass and cost limit for campaign levels, but there is no such thing for sandbox mode. Both factors would be limiting quantities in a military scenario (as the mass may need to be shipped from other places, there is a limit to how much mass you could reasonably ship around to each military staging point).
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