Let 4 interceptors launch per bay (stopgap)

Creation, discussion, and balancing of game content such as techs, buildings, ship parts.

Moderators: Oberlus, Committer

Message
Author
User avatar
Oberlus
Cosmic Dragon
Posts: 5715
Joined: Mon Apr 10, 2017 4:25 pm

Re: Let 4 interceptors launch per bay (stopgap)

#16 Post by Oberlus »

@Ophiuchus, check out Geoff's comment on that commit.
What else can be done? (not for patchy playtesting but for future integration into master). I guess the obvious and disagreeable alternative is to have one bay part for each fighter type (would add up to 4 parts in total, currently we have four parts plus two unused), with the annoying drawback of breaking ship design compatibility (although ship design files could easily "repaired" via a script).

User avatar
Dilvish
AI Lead and Programmer Emeritus
Posts: 4768
Joined: Sat Sep 22, 2012 6:25 pm

Re: Let 4 interceptors launch per bay (stopgap)

#17 Post by Dilvish »

Oberlus wrote:What else can be done?
It looks to me that simply using

Code: Select all

value = Value + 2
instead of

Code: Select all

Value = 4
would resolve the concerns that Geoff identified in that comment.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0

User avatar
Oberlus
Cosmic Dragon
Posts: 5715
Joined: Mon Apr 10, 2017 4:25 pm

Re: Let 4 interceptors launch per bay (stopgap)

#18 Post by Oberlus »

Great! Thank you, Dilvish.

Post Reply