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Post by syraith on Sept 30, 2016 18:32:34 GMT
I may have missed it, but is there a breakdown on how the crews other skills effect rooms? Like pilot apparently links to hangers making ships launch faster, is it the same with research and the lab out of battle? Weapons skill and putting in a laser or missile room? Just curious as I have not seen anything personally to this effect.
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Post by Zensi on Sept 30, 2016 19:10:30 GMT
That's an article I been wanting to write. However, the charts took most of my free time. Hopefully, next week.
However, compare similar weapons, when there are 3 crew in the room with one that has none
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Post by localgod on Dec 4, 2016 2:30:49 GMT
since a discussion with a header is already up, let's do some basics
most powered rooms have a reload time, expressed in ticks (60th of a second).
the shield stat of a character will be subtracted from the reload time of the shield room (when the character is stationary in the room).
the weapon stat of a character will be subtracted from weapons rooms (and possibly AA).
as mentioned, the pilot stat will reduce hangar reload. (but does their weapon stat reduce fighter weapons reload?)
engines provide a percentage chance to dodge missiles, which is added to by characters stat
research supposedly also reduces teleport reload, and possibly medbay. (unconfirmed)
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Post by Zensi on Dec 4, 2016 10:59:26 GMT
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Post by localgod on Dec 9, 2016 14:24:45 GMT
saw that: how did you arrive at 40ticks per second? virtually every reference i've ever seen in programming had "ticks" as 60ths of a second, with a rare occasion of 30ticks/second...
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Post by Zensi on Dec 9, 2016 22:36:44 GMT
Lots of timing measurements. Vlad has confirmed the 40/sec
Have the impression it was different before, and they changed it (before my time). This way they can adjust the amount of game in the time limit
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