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I don't think i've seen the 'x-wing' ship before.
good news to see that you make progress faster then expected !
Really looking forward to dig my teeth into testing and bughunting again when spacecombat is finaly implemented.
Just out of curiousity: the 2nd screen shot could suggest that asteroids may get collision in the future and can be used to take cover to avoid direct hits.
Anything planned in that direction ?
Could be intresting to use A.F.'s to your advantage or wreck your ship if you don't maneuver carefully ^^
Anyway, seems your doing an awesome job , as always...
best regards
Arb
Turrets detect collision with your own ship considering line of sight and have "blind" zones based on where they are mounted. You will discover each ships ideal attack alignment with the target. Each ship is different. Turrets also track collisions with other objects in the universe - stations, other ships, asteroids, junk objects in space etc. You are going to want to avoid firing on an enemy if they are behind stations - station management will not appreciate it ;)
Thanks everyone. I'll post updates as I progress.
Is that in the mix already or are you still refining the systems on that?
I hope so, I love big broadside space fights
Except it vastly degrades the concept of Vectored Combat in Space. Cap ships tend toward broadsides but it didnt look like that was the class of ship in play.
BuffHamster - Because the system is vector based, it's much more about the alignment of your craft and turrets to the enemy target. You need to balance heading, your capacitors, active turrets and energy output to achieve optimal damage output. This also goes for defense - you will need to make decisions based on your ships shields, hull damage, available capacitor charge and energy output. Capital ships will be a thing for the future. Right now there are 40 ships total - light transport, scout, fighter, heavy fighter, exploration and cargo (of various sizes). Bonuses to damage will be derived from the quality of your equipment, your skill level and space specific perks. You will be able to pause space combat at any time.
http://honorverse.wikia.com/wiki/Category:Technology
The predominate weapons used are usually missiles while beam weapons are used for close range ship to ship combat. Along with keeping an eye on ones shields and capacitor charge, you would also need to keep track of your missile stocks, ... the "X" game series of ship combat takes that into account, and keeping your missile stocks up gets expensive:
"Hmm, I am basically shooting money at the enemy, ... larger payload highly accurate missiles cost more, but shooting many lower quality missiles can cost even more, so ... "
Anyway, the assumption comes from the current 2D ship movement within the star system, and I was comparing it to surface naval combat, but if ship combat is 3D, then new tactics are required.
Perhaps the large cargo vessel could be a "Q" ship?
(Q = a very fast heavily armed but not armored ship disguised as a Freighter)
Just making convo, don't mind me, I am just a crazy, sometimes heavily medicated, hampster in a spacesuit.
I'll post a video when I'm happy with everything.
You can reach a close aproximation with a ventilator mask and a air gun painters body suit. Medications vary but this set up accomodates a wide variety of them. Which ones make you a hamster I am unaware of. I prefer Otters.