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Post by Brutus Aurelius on May 22, 2014 17:50:49 GMT -5
So, I spent like 20 minutes looking at different techs and noticed there are damage types.I'm guessing the names Alpha, Gamma etc. are placeholders. Could you guys elaborate on the types of damage and what they actually do?
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Post by ChocoCrowbar on May 22, 2014 18:14:03 GMT -5
Radiation attacks using Alpha rays.
READY THE PAPER BODY ARMOR!!!!
(i have no idea what they are, just sounded like aomething like this).
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Post by Cory Trese on May 22, 2014 18:44:59 GMT -5
They are not place holders, no.
The types of Radiation in ST are:
Alpha Beta Gamma Neutron Theta
Right now the Systems are very messy, lots of stuff giving you seemingly random Radiation bonuses.
Radiation -- Only Evasion and Shielding protect. Armor cannot absorb radiation.
Radiation damage doubles the chance of critical reactor hits.
Radiation damage can be Shielded against (Shielding Ship Material) or by getting specific Radiation dampers.
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Post by Brutus Aurelius on May 22, 2014 18:54:15 GMT -5
So many rads man. What is this Fallout?
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Post by fallen on May 22, 2014 19:31:57 GMT -5
So many rads man. What is this Fallout? Lol ... or Firefly. Or real life radiation ...
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Post by Brutus Aurelius on May 22, 2014 20:06:45 GMT -5
Well, that too.
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Post by nails on May 22, 2014 20:55:57 GMT -5
Dam radiation. no one wants to talk about 100% cancer rates to get to mars
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bonzo
Honored Guest
Posts: 1
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Post by bonzo on Aug 20, 2014 9:10:29 GMT -5
The costs for a lot of the upgrades that affect radiation seem high. Titan core reactor II (propulsion) is 12CP + $130 and 130 mass with $18/turn upkeep for 2 alpha shielding and 2 theta shielding. Why would I spend so much on reducing damage that I have never consciously noticed? What if my deluxe ship encounters beta and gamma radiation? If it gave an actual propulsion bonus like +1 movement points or decreased water expenditure then absolutely worth it. If there was only one kind of radiation and that damage was expressed in a non - obtrusive way.
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Post by Cory Trese on Aug 20, 2014 16:34:34 GMT -5
The costs for a lot of the upgrades that affect radiation seem high. Titan core reactor II (propulsion) is 12CP + $130 and 130 mass with $18/turn upkeep for 2 alpha shielding and 2 theta shielding. Why would I spend so much on reducing damage that I have never consciously noticed? What if my deluxe ship encounters beta and gamma radiation? If it gave an actual propulsion bonus like +1 movement points or decreased water expenditure then absolutely worth it. If there was only one kind of radiation and that damage was expressed in a non - obtrusive way. Thanks for the feedback. We'll keep working on improving. Radiation shielding is very important against some Xeno types and shouldn't be skipped in designs on the higher difficulty levels.
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Post by jhester on Aug 20, 2014 19:27:45 GMT -5
The costs for a lot of the upgrades that affect radiation seem high. Titan core reactor II (propulsion) is 12CP + $130 and 130 mass with $18/turn upkeep for 2 alpha shielding and 2 theta shielding. Why would I spend so much on reducing damage that I have never consciously noticed? What if my deluxe ship encounters beta and gamma radiation? If it gave an actual propulsion bonus like +1 movement points or decreased water expenditure then absolutely worth it. If there was only one kind of radiation and that damage was expressed in a non - obtrusive way. Thanks for the feedback. We'll keep working on improving. Radiation shielding is very important against some Xeno types and shouldn't be skipped in designs on the higher difficulty levels. I too have been wondering how to decide which radiation shielding to use, and how to determine when it is appropriate. Aside from references to radiation damage and that some xenos use it, there does not seem to be any information on how to optimize your protection. I was hoping that bumping up your sensor values might give some feedback on xeno ship capabilities but no luck so far. It seems that all you can do at this point is make a leap of faith and hope you have chosen wisely. Some feedback during combat to indicate if you have taken radiation damage in addition to/instead of conventional damage would be extremely groovy.
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Post by Cory Trese on Aug 20, 2014 19:33:14 GMT -5
Thanks for the feedback. We'll keep working on improving. Radiation shielding is very important against some Xeno types and shouldn't be skipped in designs on the higher difficulty levels. I too have been wondering how to decide which radiation shielding to use, and how to determine when it is appropriate. Aside from references to radiation damage and that some xenos use it, there does not seem to be any information on how to optimize your protection. I was hoping that bumping up your sensor values might give some feedback on xeno ship capabilities but no luck so far. It seems that all you can do at this point is make a leap of faith and hope you have chosen wisely. Some feedback during combat to indicate if you have taken radiation damage in addition to/instead of conventional damage would be extremely groovy. Thanks for the feedback. I will work on improving this.
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Post by readyready15728 on Sept 29, 2014 2:52:18 GMT -5
Can we get some cursory info on which ships have what kind of radiation attacks in the interim?
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vylox
Consul
Colonial Minister of Clan Javat.
Posts: 89
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Post by vylox on Oct 6, 2014 15:43:47 GMT -5
I did a little bit of testing in this direction on normal difficulty when I was deciding on and planning out my future progression on higher difficulties.
Some things that I noticed. (This is not 100% accurate but though I would share)
Ship level plays a role in shielding effectiveness. Appears to be +2 modifier for each level. Shielding 4 or higher is practically required for ship to ship combat against most of the AI ships. Shielding is more important than armor when invading Xeno colonies. Radiation bonuses are extremely useful when invading Xeno colonies. Radiation bonuses help when colonizing planets. Radiation bonuses help to increase values of rewards and reduce Xeno activity reports when exploring anomalies.
While I have nothing exact, there does seem to be some use for decent shielding and the radiation modifiers for middle to late game tactics.
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Post by slayernz on Oct 6, 2014 17:37:17 GMT -5
Shielding ... we don't need no stinking shielding ..
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Post by squee on Oct 7, 2014 15:24:24 GMT -5
I did a little bit of testing in this direction on normal difficulty when I was deciding on and planning out my future progression on higher difficulties. Some things that I noticed. (This is not 100% accurate but though I would share) Ship level plays a role in shielding effectiveness. Appears to be +2 modifier for each level. Shielding 4 or higher is practically required for ship to ship combat against most of the AI ships. Shielding is more important than armor when invading Xeno colonies. Radiation bonuses are extremely useful when invading Xeno colonies. Radiation bonuses help when colonizing planets. Radiation bonuses help to increase values of rewards and reduce Xeno activity reports when exploring anomalies. While I have nothing exact, there does seem to be some use for decent shielding and the radiation modifiers for middle to late game tactics. That's really informative. When you say minimum 4 shielding, does that include this ship level shielding modifier you mentioned? Actually, the game devs have stated that ship level only affects HP, W-F, mass, and ship and captain skill points, so it's not very likely ship level affects shielding. Colony ships and invasion ships don't have anything that gives radiation bonuses. What exactly did you mean?
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