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The other two are both 1x2 triangular armor pieces (which are mirrors of each other) that are useful for making gentler or sharper slopes than the 1x1 triangular armor. The first of these is an even-smaller quarter-sized triangular armor piece that's useful for adding details or for when you want a pointy tip on the front of an odd-width symmetrical ship. Version 0.12.0 adds several new shapes of armor to give even more aesthetic variety to ship shapes: Since it's half the size of regular armor, it doesn't have great protective value, but it's nice when, for aesthetic reasons, you want to make a ship with semi-rounded corners or diagonal edges. Crew are generally pretty smart about pathfinding and will almost always use the correct side of a double-wide corridor.īecause crew are pretty smart about picking the fastest path to get from point A to point B, you can also use corridors as a form of "indirect control", influencing the paths that crew will choose to take to and from their destinations.įor the past six months or so, Cosmoteer has had a little 1x1 triangular half-sized armor piece. Conveyor belts are however often great for ships that are large enough for double-wide corridors, so that one side can travel in one direction and the other side can travel in the opposite.
#COSMOTEER TIMECONTROL MOD GENERATOR#
As such, electro-bolts are an effective counter against enemy energy weapons (laser blasters, ion beams, and other electro-bolts) and shields (when the electro-bolt hits the energy field it's treated as-if it hit the shield generator itself), but not effective against projectile weapons like cannons and missile launchers.īecause a conveyor belt only helps movement in one particular direction, it is not generally advisable to put them in 1-wide corridors, because any crew returning down the corridor will be slowed down to 1/4 speed, as well as impeding the speed of everyone else trying to go the "correct" direction.
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While this electricity does little damage to enemy ships, any systems that get hit by an electro-bolt will be drained of some of their power. This is a short-range weapon that fires bolts of electricity. The missile launcher isn't the only new weapon in 0.12.0 - it also adds the "Electro-Bolt". PDS fire rapidly but are fairly inaccurate, and so it is often a good idea to cluster several PDS together to create a "wall" of gunfire which can shoot down almost all incoming missiles.Ī ship without any PDS will be very susceptible to long-range missile fire from enemy ships.
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They can't damage enemy ships, but, unlike other weapons, they can shoot down incoming missiles that come too close to them. Point Defense Systems (PDS) are tiny automated gun turrets.
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While very powerful, there is one major disadvantage of missiles: They can be shot down by the new "Point Defense Systems" that were also added in 0.12.0. If all modules were the same size, it would be a lot easier to design a perfect ship. I want designing a good ship to be a lot like solving a jigsaw puzzle, trying to get all the pieces to fit right. But there's a also a game design reason for this: I like to make different ship modules have various different sizes and door access locations so that you, the player, have to think more about the layout of your ship.
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The "in-fiction" justification for this is because crew have to be able to reach the missile tubes to load them and therefore the only place the control panel could go was against the back wall. If you take a close look at the missile launcher itself, you might notice that there are only two possible locations for doors, and they're on the sides of the launcher instead of in the rear as one might expect. Each individual missile is made out of four individual missile parts, and each crewmember can only carry one missile part, so it takes a lot longer to load a missile launcher than it does to load a cannon.
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