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Posted: Sun Jul 04, 2010 4:48 pm
by Cody
Slightly off-topic question: is ‘zero energy bars’ equal to ‘zero energy’… and so dead?
Or is there a reserve built in?
Posted: Sun Jul 04, 2010 4:54 pm
by Kaks
No reserve built in. You can survive just having 0 energy, which is what happened to Eric when he was recharging the shields, but the tiniest amount of damage (0.000001 of an energy unit) will utterly destroy the ship!
Posted: Sun Jul 04, 2010 5:00 pm
by Cody
Thank you, o ‘Slightly Grand’ one… I survived a Thargoid encounter with zero energy once.
Posted: Sun Jul 04, 2010 8:36 pm
by CheeseRedux
Eric Walch wrote:CheeseRedux wrote:* I'd actually prefer if missiles were excluded as well. 'twould be rather annoying to survive the hit by that missile the last bogey fired seconds before becoming space dust, only to find that the auto eject just triggered.
No missiles should definitely be in because the energy blow of a missile will generally be greater that the threshold of 22. When not ejecting on that blow, you are very likely dead.
My point here is that missiles, bombs and their likes (anything that's not laser or plasma) are more of a one-shot deal. When you get hit, you either survive or you don't. It's not like once a missile hits you there's another one hitting you a fraction of a second later as it would be with laser bursts. (Well, not usually, anyway.)
Once the missile has hit, you are no longer under (immediate) fire, and as such have no need to eject, automatically or otherwise. That situation might change quickly, yes, but until someone sends another missile at you, or starts poking you with a laser, there is absolutely no need to abandon ship.
It's like the difference between getting attacked by a guy with a muzzle loader and a guy with a machine gun: If the first shot doesn't kill you, your chances of getting away are much greater with the former than the latter.
Posted: Sun Jul 04, 2010 8:59 pm
by Commander McLane
Actually my line of thinking was quite similar to this. If you're hit by a missile which vaporizes your energy you're dead anyway, so there is no point in auto-ejecting.
Therefore the device only triggers in case of laser fire. So it must be a laser hit that brings your energy below the treshold of 22. Every other reason will not trigger the auto-eject (of course, if a missile brings your energy down to 20, and the next laser hit to ten, the device will trigger).
Posted: Sun Jul 04, 2010 9:09 pm
by Kaks
El Viejo wrote:Thank you, o ‘Slightly Grand’ one… I survived a Thargoid encounter with zero energy once.
Ah yes, I remember the screenshots! Truly the stuff of legends!
Slightly Grand? Oh dear, don't quite know how
that happened...
Posted: Sun Jul 04, 2010 9:22 pm
by CheeseRedux
Commander McLane wrote:Therefore the device only triggers in case of laser fire.
Ah! So all is well and it works perfectly out of the box.
Or, waitaminute: What about plasma? Will it trigger when you're being pommeled by turret fire?
<complete ignorance mode>
Is laser and plasma recognised as different types of damage, anyway? Or are they just bundled together in a group called Well It Wasn't An Explosion So I Must've Been Shot?
</complete ignorance mode>
Posted: Sun Jul 04, 2010 10:49 pm
by Commander McLane
CheeseRedux wrote:Commander McLane wrote:Therefore the device only triggers in case of laser fire.
Ah! So all is well and it works perfectly out of the box.
Or, waitaminute: What about plasma? Will it trigger when you're being pommeled by turret fire?
I
think a plasma hit will also trigger the relevant event handler for laser hits. But only one way to find out...
EDIT: One test and one wrecked player ship later, I am happy to announce that: Yes, it does!
Re: auto_eject.oxp now available
Posted: Thu Sep 13, 2012 5:55 pm
by DeathKnyte
Hiya,
I'm getting much better at the game, and have not died (in what I consider) a long time.
However, one can not afford to become complacent, in the Ooniverse, so decided to invest in your product.
It laughed so much when I saw the Fooles System in the equipment screen.
Makes sense, cause if I buy it and it don't work - how can anyone claim compensation?
Anywho, sure enough, I was toodling along through the Xeenle system - nothing on my radar.
Then out of nowhere, 15 ships appeared (I kid you not, I was dumbfounded myself, could have been more, but after counting the 3rd group of 5 - I started doing other things), and all these blips on my radar started to converge towards the center - meaning me.
Wasn't long before I was completely overwhelmed and had the sinking feeling in my heart that this was it. I couldn't do anything, shields were down, systems failing, alarms blaring... Then "poof" I ejected from my ship and was teleported to the system station.
Must have had good insurance, because was not only my new ship exactly outfitted as the previous one, but all the cargo (and passengers) were on board too!
Thank you so much, I heartily endorse the Foole System.
Re: auto_eject.oxp now available
Posted: Thu Sep 13, 2012 8:21 pm
by Gimi
DeathKnyte wrote:but all the cargo (and passengers) were on board too!
Sounds like a bug to me
Re: auto_eject.oxp now available
Posted: Fri Sep 14, 2012 5:05 pm
by DeathKnyte
Gimi wrote:DeathKnyte wrote:but all the cargo (and passengers) were on board too!
Sounds like a bug to me
Oh ja?
Hmmmm.... I'll run some tests on that then, later on, see if I can replicate that.
My commander has since finished all his passenger and cargo contracts. So maybe take a day or two.
Re: auto_eject.oxp now available
Posted: Fri Sep 14, 2012 8:06 pm
by Commander McLane
Also try to eject manually and see whether the contracts and passengers return.
Re: auto_eject.oxp now available
Posted: Tue Sep 18, 2012 4:17 pm
by DeathKnyte
I have to get around to this, for you. Just got side tracked recently with doing something different (escorting traders) in Oolite.
I'm in combat much more than I used to be, but don't seem to get blown away too much.
I have a saved game with my Boa CC, and will make a point of it to pick up some passengers and go through the motions.
Commander McLane wrote:Also try to eject manually and see whether the contracts and passengers return.
This I have attempted to try. However, it does not seem to work, or I can't figure how to get it to work (?).
I launch from a space station, and hit the ESC key twice, but nothing happens.
Re: auto_eject.oxp now available
Posted: Tue Sep 18, 2012 5:01 pm
by CommonSenseOTB
DeathKnyte wrote:I have to get around to this, for you. Just got side tracked recently with doing something different (escorting traders) in Oolite.
I'm in combat much more than I used to be, but don't seem to get blown away too much.
I have a saved game with my Boa CC, and will make a point of it to pick up some passengers and go through the motions.
Commander McLane wrote:Also try to eject manually and see whether the contracts and passengers return.
This I have attempted to try. However, it does not seem to work, or I can't figure how to get it to work (?).
I launch from a space station, and hit the ESC key twice, but nothing happens.
Did you hit the ESC key twice
rapidly or as fast as you can?
Re: auto_eject.oxp now available
Posted: Tue Sep 18, 2012 8:53 pm
by Commander McLane
DeathKnyte wrote:Commander McLane wrote:Also try to eject manually and see whether the contracts and passengers return.
This I have attempted to try. However, it does not seem to work, or I can't figure how to get it to work (?).
I launch from a space station, and hit the ESC key twice, but nothing happens.
Asking the obvious question first: have you bought another escape pod after using the last one?