Replies: 6 comments 8 replies
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I can't comment on the Kestrel as I didn't touch that ship for ages (didn't modify its stats nor fly it as a player). I see 3 possibilities :
To decide between all of them, we'd like to need more testings:
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When you explore, you have to turn back after half the fuel is used. A bit later if you want back from a dead end, but then, when you explore The afterburner is usually good to avoid getting hit too much as long as the energy lasts. Which is not long enough if you can't shake the The arsenal, fully equipped with fuel pods and a Melendez engine, can do 16 jumps, can run away from a dvaered goddard as they usually come in patrols with the help of a blink engine, and can regenerate with Cryogenic repair nanobots if out on a lonly scouting mission. Or Droid repair crews if you are going for short-term hot action. I don't know if I faced Ancestors that had Caesar lauchers, but from my experience the Arsenals can overcome three or four Vendettas / Ancestors / Phalanxes easily. Sure there are groups too big / heavily armed for it in some places / from time to time, but if you don't have the necessary range and there's nobody around who'd refuel you, or to many who'd blast you to smithereens if you try, there's no point to being stealthy and fast. I find that the main use for the Schroedinger is personal and contraband transport. Particularly for the latter, the instant jump is key so you don't have to spend tons of time being stealthed waiting for a presumed safe window when you can approach the jump point (which is always high risk anyway since there could be something coming from the other side). Actually, before the rebalancing, the Kestral gave the Schroedinger a run for its money as a scout if you played on sufficiently fast computer to allow high time compression - the Kestral could run away from big foes and obliterate slow to medium dense swarms of small foes (of course it still stood no chance against a dense swarm of hyenas). Regarding realism, if it has low fuel consumption due to low mass, why does it drain the fuel supply of its engine at twice the rate as the built-in tank of the main ship structure? If the fuel consumption for both reservoirs was reduced to 50 per jump, the fuel would last for 12 jumps. Even more if you'd dare to swap the improved stabilizer for a fuel pod (extending 12 to 16 rather than 9 to11). I'd still feel safer in the Arsenal, but it's a game with safe files, so it'd be a way gamble for a quicker exploration vs. a higher probability for the scouting mission to finish. Of course, if the Schroedinger gets officially re-designated as a smuggler's roundabout, that opens fun possibilities for carrier bays. You could have a Schroedinger bay to let the Schroedingers transport contraband and avoid the authorities while your carrier ship is scanned by the authorities. They could make planetfall to pick up / deliver cargo while you go about your lawful (front-)business of escorting a merchant's convoy from/to the same or nearby planets/moons/stations, or patrolling the trade lanes (obviously not shooting your own smugglers). If you want to make things more complicated, you could have a cargo blink engine in the carrier that allows to transfer cargo between different escorts and/or the cargo pods/hull, and allow the authorities to inspect each of your escorts - one at a time - while you switch around where the contraband cargo is. Or for misdirection, use different ship types to pick up/deliver the same cargo (e.g. Hyenas and Schroedingers). |
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Given the conversation here, I would be inclined to add 100 fuel to the Schroedinger's bonus (this way it would be back to 11 jumps with the fastest engine). It would have incredible range when using Mendelez' engine and extra fuel pod, but I don't think it's necessary a problem. |
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Well, any increase will help the Schroedingers capability for accidental / casual scouting in the fringes of inhabited space, but for serious scouting like near Teller / Kretogg, the Nebula, or the wormholes, you need a lot more range, and a Schroedinger with a Melendez engine is a sitting duck. If you had a Mondelez engine, maybe you could bribe the pirates with a snack, but they'll likely shoot you anyway once they are finished. |
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Adding 50 or 100 fuel will restore the Schroedinger's capabilities to what they were before the commit.
Of course that would require more work (in particular, a new sprite) so in shorter term, I'll put its fuel bonus to 200 as it seems to be OK with both of you. |
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It is probably worth bearing in mind that all the new system @bobbens is in the midst of adding I don't think there was going to be a signifacant presence of anyone at all really... so running away or stealthing while doing all that exploration is probably not worth worrying about :) |
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I wonder if this was on purpose?
The Kestrel's transport capacity now falls far short the mass transporters capabilities, and it also seems a bit lackluster in combat now,
so I'm unsure what it's niche now is. Unless it's really meant for primarily pirate use - but then, does it make sense that it's still the poster (i.e. icon) ship for Naev?
The Schroedinger used to be a fabulous ship to zip around if you wanted to go quickly from A to B and/or fly under the radar, and/or explore.
With the re-balancing the standard range dropped from 12 to 11. You can up that a bit with an extra fuel tank or a Melendez engine,
but that makes the ship too vulnerable to pirates because you can't easily run away any more, unless you like to stay stealthed all the
time - that's still fast in the naev-world cycles, but slow for the player when you figure in time compression.
Speaking about Melendez engines, having only one per small/medium/large class is actually stifling. When you want to equip a light ship with a range-extending engine, it's too heavy, and when you equip a heavy dreadnought, it gets about as much speed from blinking as it gets from the main engine.
Now with the lower fuel reserve and consumption of the Schroedinger, the fuel consumption of the engine's own fuel is not lowered,
so the standard range shrinks to 9. A Dvaered Arsenal with some fuel tanks now makes a much better scout.
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