![]() Once a player defeats the Master dreadnaught they are rewarded with the ship module "Death Ray", arguably the strongest ship weapon in the game, at the cost of needing thousands of units of power. Depending on how early in the campaign it is the dreadnaught can be accompanied by anywhere from a couple to several smaller master ships. Once this project is completed the player who completed it can then travel through the pink wormholes to face the Master dreadnaught "Master of Orion II". Getting a ship to the pink wormhole location will result in a special research project. Defeating the fleet drops an anomalous box containing "precious metals" that rewards the finder with 50BC. As a campaign progresses the size and power of the fleet that appears from the wormhole will increase. During this journey it will engage any other fleets it passes, including AI player fleets and random hostiles such as pirates, sometimes resulting in it being destroyed before the player is ever even aware of its presence. ![]() Once the pink wormhole manifests a small fleet will begin making its way towards player controlled worlds. ![]() Their arrival is marked by a pink wormhole called a "Massive Subspace Anomaly" appearing somewhere nearby player controlled space. This system will be covered further in the dedicated articles on turrets.The masters will appear periodically during any campaign. An example of this can be found in the Mustangs current Chin Turret (with 2x S1 hardpoints) that will be swapable with a new Mustang Chin Turret containing a 1xS2 hardpoint. Ships that now have these Remote Turrets will find that in the majority of cases these bespoke items will only be swappable with other custom tailored turrets made for that ship. This change from twin-link to remote turret is designed to give the player as much functionality from the item as possible. Simply put, by the time we had two weapons on a mount this was often significantly larger than the base weapon that could go on that mount and caused visual or physical clipping and often resulted in the firing arc having to be limited to such an extent that it became virtually useless. The primary driving factor in this was physical size. There are a fair amount of ships with these sort of items attached so we encourage you not worry if you see their “weapon” count drop down, as they more than likely now have an extra turret to account for this. For twin-link weapons specifically, these are now as turrets, specifically remote ones, and will be discussed in that article. Most of these had problems at various stages, including the sizing penalty applied to them which soon became very unwieldy to manage. These include things like “tri-link,” “quad-link,” “barrage” and others. Or: What Happened to Twin-Link, Tri-Link, Quad-Link, Barrage and More?Īside from twin-link weapons, many of the items described by various designers over time have not made the transition from drawing board to implementation. In this article’s topic, for the specific itemports we classify as “weapon” hardpoints, they have some restrictions of their own: This system prevents people from putting power plants where turrets should go, fuel tanks where the radar is supposed to be, and other similar examples of undesirable customization. To begin, every item on a ship is attached to a hardpoint, or “itemport” as we sometimes refer to them by their in-engine designation, and each one has restrictions on what type of items can be attached to it. Since the start of the project we’ve gone through many iterations of design on our ship hardpoints and with SC Alpha 3.0 we’ll complete another small iteration to them in our continuing effort to address much of the confusion regarding their sizing, what can be done with them, and more. The next several topics of discussion focused on the new Ship Matrix are possibly some of the most important areas we’ll cover, and relevant to everyone who’s concerned with how their ships perform in combat.
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