Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

OKOK Nov 25, 2022 @ 1:14am
Advise on tractor beam
How many tractor beam is required to turn a ship around
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Showing 1-12 of 12 comments
⇧⇨⇩⇩⇩ (Banned) Nov 25, 2022 @ 1:39am 
Two I guess, but I think their thrust plays into it too. If they can spin really hard they can perhaps resist the effect?
I.n.f.i.n.i.t.y Nov 25, 2022 @ 1:43am 
When i was testing the tractor beam i could rotate all ships in the game with about 10-15 tractor beams.Things you should consider is that your ship should have more mass then the ship you trying to rotate,also tractor beams should be to the front of the ship on the left and right side that way you get better rotating angle since tractor beams are stronger the closer you are.
malakhglitch Nov 25, 2022 @ 3:44am 
As has been mentioned, it depends on the mass of your ship vs the other ship. If your ship has less mass then you won't be able to reliably use the tractor beams to spin the opposing ship.

Two tractor beams (whether you are heavier or lighter) is enough to keep a targeted ship at a fixed distance. To actually turn an opposing ship requires 4 or more tractor beams with at least one set (or side) targeted at a specific component to keep the other ship at a fixed distance and the other set(s) or side pulling a targeted component towards you, causing the other ship to turn.
Last edited by malakhglitch; Nov 25, 2022 @ 3:44am
Daredeviler_21 Nov 25, 2022 @ 4:24am 
If your own ship weight helps with that, does it also help with asteroids?
I.n.f.i.n.i.t.y Nov 25, 2022 @ 5:01am 
Originally posted by Daredeviler_21:
If your own ship weight helps with that, does it also help with asteroids?

Mass helps but vs asteroids you could make a lighter ship with more engine power and it would be about the same.The best way to get asteroids out of the sun range is to build 360 large shield with large reactor all around your ship and just push the asteroid out side of suns range much faster then tractor beam.
Last edited by I.n.f.i.n.i.t.y; Nov 25, 2022 @ 5:06am
Daredeviler_21 Nov 25, 2022 @ 5:40am 
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malakhglitch Nov 25, 2022 @ 5:49am 
It is easier and more cost-effective to push asteroids rather than using tractor beams on them.
OKOK Nov 25, 2022 @ 2:15pm 
Originally posted by I.n.f.i.n.i.t.y:
When i was testing the tractor beam i could rotate all ships in the game with about 10-15 tractor beams.Things you should consider is that your ship should have more mass then the ship you trying to rotate,also tractor beams should be to the front of the ship on the left and right side that way you get better rotating angle since tractor beams are stronger the closer you are.
Omg do u even have weapon after deploying 15 tractor beam
⇧⇨⇩⇩⇩ (Banned) Nov 25, 2022 @ 2:57pm 
Originally posted by OKOK:
Originally posted by I.n.f.i.n.i.t.y:
When i was testing the tractor beam i could rotate all ships in the game with about 10-15 tractor beams.Things you should consider is that your ship should have more mass then the ship you trying to rotate,also tractor beams should be to the front of the ship on the left and right side that way you get better rotating angle since tractor beams are stronger the closer you are.
Omg do u even have weapon after deploying 15 tractor beam

There are plenty of free weapons strewn across the galaxy. Factions that hate eachother can be used as weapons, all you gotta do is shove a ship/station in the face of one of their enemies. Also there is always the sun, a very potent weapon. :)
umop-apisdn Nov 27, 2022 @ 7:48am 
Originally posted by morrganstain:
Originally posted by OKOK:
Omg do u even have weapon after deploying 15 tractor beam

There are plenty of free weapons strewn across the galaxy. Factions that hate eachother can be used as weapons, all you gotta do is shove a ship/station in the face of one of their enemies. Also there is always the sun, a very potent weapon. :)
I like to poke at mechanics in games. I ask questions about things I notice, and then do experiments to try to answer them. For example, I decided it might be possible to play this game as a pacifist. (Note: a pacifist doesn't fight. That doesn't mean they can't let others fight for them.)

I started a new career-mode game with a "science vessel" equipped with 3 small thrusters on the back (angled for speed, not maneuverability), a sensor array, and 2 crew in a little bunk. It left me with no money, and I couldn't even operate the sensors at first; 1 pilot and 1 loader was all I got. No guns, either.

Then I wandered to the nearest "?" icon, waited for a friendly ship to pass nearby, and "encouraged" them to engage the pirates in the area. Stayed just out of visual range, waited for one of the blips to go away, dropped a marker where it used to be. Flew off a little ways to let the other ship fly away, then went back to the wreck to build some storage on to my ship and pick up the remainder (thank you, 8x speed).

Lather, rinse, repeat a couple times, and I had enough to build a decent ship. 6 crew wasn't quite enough to keep the sensors' uptime at 100%, so I got 12; the doubled visual range is very nice, and the doubled sensor range gives me plenty of warning so I can bug out before enemies find me scavenging with all my crew on EVA.

Lucky timings allowed me to kite the "Fugitive" mission ships into nearby friendlies, which actually completed the missions for me when they died. Failed the "Roving Pirates" mission because I kited them all into stations where they got obliterated by the fixed defenses and the local friendlies (not sure what the difference is; "roving pirates" are apparently counted differently than the fixed "fugitives"), but it was profitable (I now have enough materials to build a reasonably decent "real" ship without even spending any credits)... and I never fired a shot. Didn't even have a gun, for that matter :steammocking:

The novelty wore off pretty quick, but it was definitely a fun little experiment.
Last edited by umop-apisdn; Nov 27, 2022 @ 7:55am
⇧⇨⇩⇩⇩ (Banned) Nov 27, 2022 @ 8:30am 
Thats the spirit! Even if it isnt fun to endlessly exploit hillarious mechanics like that it is very fun to discover them. Thats why on both of Larians latest two Divinity games have I close to a thousand hours played on both of them. :)
Morkonan Nov 27, 2022 @ 12:23pm 
Originally posted by umop-apisdn:
I like to poke at mechanics in games. I ask questions about things I notice, and then do experiments to try to answer them. For example, I decided it might be possible to play this game as a pacifist. (Note: a pacifist doesn't fight. That doesn't mean they can't let others fight for them.)...
The novelty wore off pretty quick, but it was definitely a fun little experiment.

<raises hand> I'm the player who's character in an MMO is stuck in a place they shouldn't have been able to get to and is waiting for a Guide/Moderator/GM/CS to come unstick my character...

Nicely done, bravo! :)

Fellow Game Mechanic Tinkerers Unite!

(There's a vid of one of my characters and some friends doing things we shouldn't have been able to do in a very popular MMO. It partly, though was not the primary egregious incident, forced that MMOs devs to make game mechanic changes... sadly, enough. :))

And, it brings something to my "Suggestions" list I'm making:

An ability/part/component/reputation-bound thing that allows a player to "temporarily" hire an NPC ship. That ship will do little more than try to follow them while in Formation and will attack any enemies its Faction has as well as pirates, but the player must also be aware they will inherit the Faction Reputation hits as a consequence of what that hired ship attacks, too. (A decently designs player-ship can outperform the Faction ships in the game, so this is really for situational use and for "flavor." It's certainly not "O.P." :) It would be relatively expensive for the player to do this and these ships would not follow any Orders, including Hyperjumps.)
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Date Posted: Nov 25, 2022 @ 1:14am
Posts: 12