![]() Many new sound effects were added, some of which replacing stock sounds. ![]() 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. In alpha v 0.0.1, the energy and heat system is significantly simplified compared to the stock system. Currently, Ships generate energy and heat on their own without outfits, and ship movement does not drain energy or create heat. 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. Most ships generate power at a rate just under their stock weapon's power demand. 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. This means that a ship that has a power generation rate of 10 will also have a heat generation rate of 10. 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. 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%. doing both at the same time requires 30% of the ship's stock power generation, greatly decreasing weapon proficiency. Ships were given almost arbitrary values for their hull and shield capacities, scaled to match their size or age.
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