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Pulsar lost colony intrepid
Pulsar lost colony intrepid













pulsar lost colony intrepid
  1. PULSAR LOST COLONY INTREPID HOW TO
  2. PULSAR LOST COLONY INTREPID FULL

I do notice that, generally, other crew members do not manage extra turrets. I have not yet gotten the chance to try the pilot-aimed mega-weapon but I am 100% on board with giving pilots some shooty interactions along with weapons. That way when an engineer cuts power to the engines, pilots notice their engines are not recharging, instead of just finding they can barely maneuver.

PULSAR LOST COLONY INTREPID FULL

I'd love if Pilots could have a reserve buffer they could use, maybe 10-20 seconds worth of full burn reserve tanks, and the engineering power fueled that. Pilots also generally have no idea *why* their ship is suddenly maneuvering like a slug unless engineers call it out. Because burning engines uses so much energy, engineering regularly targets this for cutting power, meaning the ship takes more hits than it might otherwise It's still a very frustrating role to play sometimes in combat, because burning engines uses up energy, but so does getting hit. Lots of improvements here with core temp showing up on the pilots screen. It's perhaps the number one problem with ship tp ship combat. Whatever solution, something which a.) keeps science engaged on the regular with using programs and b.) makes the strategy of dumping fuel cells is really needed. So having Shields + Thruster + Barrage active using up 120% available cycles (or whatever metric used) means they work at 83% effectiveness. I really think having programs not recharge, but operate on a "only so many can be on at once because of limited CPU power" would work better.

pulsar lost colony intrepid

But programs are basically flowchart - run SH when shields are down, run RV when virus hits. Science is much more interesting than it was before, with drones, the sensor dish lockon, and probes to find enemy cloaked ships. and as a result instead of playing careful energy management, the engineering officer is running an assembly line. There's an optimal strategy for science and engineering, and it involves engineering dumping fuel capsules to recharge programs while the science offers spams programs (but mostly SH) to stay in the fight. This has been an annoyance for me for a long time, and it remains true. So that said, here are the minor issues we noticed. Some enemies on planets legitimately scared players the first time. We've had frantic stands trying to manage a boarding of enemy ships. I've died gloriously on enemy ships keeping their shields down while the crew took it down. Ship boarding and combat remains frantic fun.

pulsar lost colony intrepid

The fact that rethinking our plans resulted in victory is a huge positive sign for the game - it means skill and strategy really do make a difference.

PULSAR LOST COLONY INTREPID HOW TO

We were not playing Ironman style, and as a result after getting our ass kicked in ship combat we could pause, rethink how to handle it, and approach it again. We got to experience all phases of the game. Missions make for a fun general experience. I was not trying it with the HOTAS, but the Intrepid flies just fine with mouse controls. So many little improvements have added polish to the game and made it a fun experience. Maybe that's not helpful feedback, but the general experience is a cohesive whole. I took on Captain/Pilot, with new players taking on Science/Engineering respectively. Had a bunch of new players join up and we flew around an on Intrepid class. Oh man it's been a while since I posted one of these!















Pulsar lost colony intrepid