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Cooling system
Posted: Sun Oct 25, 2009 1:11 am
by paddyz1
Hi all.
Is there any way that a hidously expensive cooling system can be incorperated into the military laser but still keep the energy drain?
Just a thought
Thanks
Re: Cooling system
Posted: Sun Oct 25, 2009 3:02 am
by CptnEcho
paddyz1 wrote:Hi all.
Is there any way that a hidously expensive cooling system can be incorperated into the military laser but still keep the energy drain?
Just a thought
Thanks
There's no equipment available to do what you're asking.
What you could do, with the proper programming skills, is alter the characteristics of items within your game.
Keep in mind that hostile ships could have access to the same equipment, and, they could use it on you.
Others may chime in with additional information and explanations of why the developers have avoided unbalancing the game with laser cooling equipment.
Welcome to the forums.
Re: Cooling system
Posted: Sun Oct 25, 2009 7:59 am
by JensAyton
paddyz1 wrote:Is there any way that a hidously expensive cooling system can be incorperated into the military laser but still keep the energy drain?
No.
Posted: Sun Oct 25, 2009 8:42 am
by Thargoid
Enhanced laser cooling and jumping beyond 7 light years are the two hard-coded no-no's for Oolite/Elite iirc.
..
Posted: Sun Oct 25, 2009 9:33 am
by Lestradae
Perhaps a "because" and "what-for" these "noes" is in order: Doing one or both of these things would make any sort of game balance impossible and a lot of core game and oxp missions pointless and boring.
Believe me, I have thought about these options
- and I am of the opinion that "anything goes" ...
if and as long as it enhances gameplay. These two would not.
Hope that is an explanation?
L
Posted: Sun Oct 25, 2009 11:07 am
by Commander McLane
You could also find the answer
in the FAQ.
Posted: Sun Oct 25, 2009 4:10 pm
by Killer Wolf
"It would unbalance the game too much. If they were available for the player only, things would get too easy. And if the NPCs could get them, too, things would get too hard."
not that i'm advocating a cooler, but doesn't that sentence seem redundant? surely it would level the game out as much as it is now when neither can have them? you'd only be at a disadvantage until you bought one, and that can kinda be applied to Mil Lasers etc, when you stumble across pirates that have them but you don't.
Posted: Sun Oct 25, 2009 4:17 pm
by Kaks
It would make most fights finish almost as soon as they start, and the winner would more or less be decided at random.
...
Posted: Mon Oct 26, 2009 9:55 am
by Lestradae
Screet and me experimented with a Plasma Accelerator, sort of a super plasma weapon with a higher range than the twin poopers available now, and much more punch.
Gametests showed that this meant most ships would be destroyed after two or three hits. Put it below that, you have another Military Laser. Let it stay there or higher, and it is as Kaks said: Russian roulette as to who survives and who not.
Same thing would happen with a laser cooling booster. There's no fun to be had with that, so we stopped trying to develop this.
Take, for example, the core game thargoids mission. With such a weapon (cooling or super plasma) you simply mow down eight to ten thargoid warships, and continue your course. And with a cooled laser, you can do so again and again without any further costs (!).
That's the problem with balance how I see it. If someone still wants to make one, why not? There's also the KillIt reset-button weapons
My 0.2Cr
L
Posted: Mon Oct 26, 2009 12:01 pm
by Griff
Could the current overheating system be tweaked a bit? At the moment the lasers cut out before the temperature guage on the HUD is full
Posted: Mon Oct 26, 2009 12:18 pm
by Sendraks
Griff wrote:Could the current overheating system be tweaked a bit? At the moment the lasers cut out before the temperature guage on the HUD is full
Or to put it another way, could the graphics for the weapon temp gauge actually reach the top of the bar before the weapon cuts out?
Posted: Mon Oct 26, 2009 12:30 pm
by another_commander
Does it not make sense for the laser to cut before the bar reaches the maximum? If it manages to reach maximum then it means that your weapon has already melted. I think it's fine just the way it is now.
Posted: Mon Oct 26, 2009 12:51 pm
by Screet
another_commander wrote:Does it not make sense for the laser to cut before the bar reaches the maximum? If it manages to reach maximum then it means that your weapon has already melted. I think it's fine just the way it is now.
I also have no problems with that...but I do wonder why noone ever thought about increasing laser temperature when the ship heats up by proximity to the sun. Might make fights there a little bit more interesting
As to the overheating problem: Buy lasers for all four mounts, really! It might take a while to learn but at some point the hand will move automatically in the proper directions...and when the fourth laser is overheating, the first one is cool again, so then a ship can constantly keep firing! At first the side lasers may only help with thargoid battleships or even larger things, but after a while they really do help with asps and ships like them!
Screet
Posted: Wed Oct 28, 2009 11:46 am
by Griff
another_commander wrote:Does it not make sense for the laser to cut before the bar reaches the maximum? If it manages to reach maximum then it means that your weapon has already melted. I think it's fine just the way it is now.
Ah, that does make sense now you mention it, although now you've just made me wish we could risk running the laser further into some sort of temperature danger zone, risking damaging it somehow for just a few more shots
Posted: Wed Oct 28, 2009 11:59 am
by Cody
Griff wrote: although now you've just made me wish we could risk running the laser further into some sort of temperature danger zone, risking damaging it somehow for just a few more shots
Ah, that "one extra shot" in exchange for paying 6000cr for a new laser.
There are times I'd go for that.
Regards