Teleporter & Cloak Suggestion

General discussion about the game.
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MajWoops
Posts: 4
Joined: Mon Sep 10, 2012 1:50 am

Teleporter & Cloak Suggestion

Post by MajWoops »

Just had a cheap death during the first form boss battle. Didn't get very good beam weapons in the Red-Tail, so I'm using firebombs and a 4-mantis boarding party (in two waves). I had firebombed their med-bay, and had my guys in the shield room trying to destroy it so my guns could get past the 4 shields.. well, I was trying to save one of my guys by running into the cockpit, but forgot that they had blast doors. So she was pounding away at that when I decided to just beam everyone back. I set the return beam in the shield room, where all 4 of my guys were having a brutal fight to the death while waiting for the boss to uncloak so they could beam out, and then it did and they returned!

3 of them that is... poor Elizabeth, an expert in hand to hand combat AND ship based weapons, apparently was not included in that beam out. She was in the same room, but still pounding away at the blast door to the cockpit to escape the firefight.

I sent the transporter room chief on the next boarding action. To an AI ship. That'll teach him. :mrgreen:

So I don't know if this is working as intended. I think as long as it is the same room, they should be beamed out, regardless of what action they're undertaking, be it breaching a door, engaging in hand-to-hand combat, pew-pewing a dude, or humping the system icon trying to break it.

Another thing I've noticed, which I don't know if it's working as intended either: when enemy ships cloak, my weapons stop charging. Seems wonky, as why would they stop powering up? I have not been able to tell if it works in reverse (I cloak, enemy weapons don't charge). Was that done for game balance to help the AI out?

Otherwise, a hella fun game. I've been playing non-stop since I installed it. I'm never going to get to my backlog of Steam games now :lol:
Gorlom
Posts: 512
Joined: Thu Apr 26, 2012 2:06 am

Re: Teleporter & Cloak Suggestion

Post by Gorlom »

teleporting a guy that's moving (ie not in the center of a square) will not include that person. This is working as intended. :oops: Trying to move through blast doors still counts as moving even if you aren't succeeding in moving through them. I don't know if this is a code issue or balance issue0 but you will have to micromanage your boarders to make sure they are still when you want to port them. ;)

Cloaking works the same way for you as for the AI. It is working as intended as well. It's working this way because it's better and more fun than the alternative :D . The alternative would be that it doesn't really have any benefit. You would simply be delaying their firing until they bombard you all at once :cry: . (or reversed the player would be using all his weapons together)
There is no good ingame explanation that covers all the bases why it would work like that. It's just more fun. :|
fall_ark
Posts: 98
Joined: Mon Sep 03, 2012 2:41 pm

Re: Teleporter & Cloak Suggestion

Post by fall_ark »

Yeah, moving and teleporting really don't mix well. Moving/positioning overall is a big headache. Moving your crew through the fighting room and then switch out the crew in combat to avoid time wasted moving in might sound like a clever trick, but I'd rather the game doesn't require such idiotic micromanagement.

Oh you want to move 2 crewmember to that room to fight the boarder drone? Too bad you left the sys-repair drone on. Now go turn that thing off and select your crew again to move him there before it's too late. You probably didn't even notice it because you see the two green dots not realizing one of them is your drone.

And if you have two crew in, say, the pilot room (or any room that is the last room on the side), and try to kick down the blast door down, your other members outside can't help because they can't target the pilot room because it already got 2 people inside.

We really should be able to target doors...
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geldonyetich
Posts: 49
Joined: Sat Sep 08, 2012 3:43 pm

Re: Teleporter & Cloak Suggestion

Post by geldonyetich »

MajWoops wrote:3 of them that is... poor Elizabeth, an expert in hand to hand combat AND ship based weapons, apparently was not included in that beam out. She was in the same room, but still pounding away at the blast door to the cockpit to escape the firefight.
That does seem a little awkward, since it's somewhat misleading to have someone in the right room to beam out, yet not actually beam out. I guess a temporary workaround is just to remember not to do that again by ordering that person to move to that room even if they're already there.

I can see the necessity for this on your own ship so players don't exploit beaming over more crew than their teleporters can handle by walking them through the room when the teleport triggers.
Another thing I've noticed, which I don't know if it's working as intended either: when enemy ships cloak, my weapons stop charging. Seems wonky, as why would they stop powering up? I have not been able to tell if it works in reverse (I cloak, enemy weapons don't charge).
It does work in reverse. Isn't this on the tooltip of the cloak?

It's probable that the reason why they did this is because cloak would be a lot less useful if weapons charged while it was active: instead of getting x seconds of a cloak advantage, you'd get x seconds of a cloak advantage only for the current weapons ready to fire at that very moment which is actually a very small aperture that can be easily defeated just by waiting an inconsequential fraction of the time it took the weapon to charge.

If it helps, you can think of weapon charge being less a matter of getting energy to the weapons and more a matter of different weapons taking different amounts of time to lock onto the target (although the weapon animations suggest otherwise).
fall_ark
Posts: 98
Joined: Mon Sep 03, 2012 2:41 pm

Re: Teleporter & Cloak Suggestion

Post by fall_ark »

geldonyetich wrote: I can see the necessity for this on your own ship so players don't exploit beaming over more crew than their teleporters can handle by walking them through the room when the teleport triggers.
That won't happen. Teleporters can only "miss" people, like when your crew has already moved into the teleporter room but hasn't arrived on his "spot", then he won't be teleported out. It's a rather harsh lesson to learn. (In fact, the condition for teleportation seems to be that the crew must be standing on the designated "spot")
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