Void Destroyer 2

Void Destroyer 2

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chaosavy  [developer] 27 Feb, 2020 @ 11:10am
AI Active upgrade use
AI Active upgrade use
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Showing 1-10 of 10 comments
erikem 16 Mar, 2020 @ 7:15am 
Would this also mean that different AI ships would have different Active skilsl loadouts? Like making them really unique.
Also as an idea - based on how "experienced" enemy is they can use these skills more or less efficiently and have better or worse loadouts. Meaning that civilian will be prone to have less skills and using them less efficiently comapring to the military guy on the same ship

And overall this is a super idea! Thank you very much
Last edited by erikem; 16 Mar, 2020 @ 7:21am
chaosavy  [developer] 17 Mar, 2020 @ 6:36pm 
Yeah this will be a bit of a challenge.
Draco 17 Mar, 2020 @ 9:46pm 
Originally posted by chaosavy:
Yeah this will be a bit of a challenge.
No doubt. At least without an existing mechanic to hand out these upgrades to enemies there is an opportunity to roll out this feature a bit at a time. You could even do it an upgrade at a time, initially saved from balance concerns because only the player owned ships will have them.
Commander_Shawn 28 Mar, 2020 @ 7:06am 
i can see how that would be difficult, but maybe take the skill level out and just add faction based uses. Like the Civi's using more defense based skills, the Pirates using more attack and maybe sensor ones, and the TSF using a mix of both. This could add balancing, Each faction ship You own could only use certain ones outside of your control.
Like Shield recharge, my fleet all have shields so that would add a huge advantage to my fleet being able to live longer. But so could the other faction, if the used sheilded ships
ShaggyMoose 26 Jun, 2022 @ 4:37pm 
Just noticed this thread when randomly trawling the forum; does this mean there is no point upgrading a ship with actives unless you plan to fly it personally? I assume passive upgrades for AI ships are functional at least?
chaosavy  [developer] 26 Jun, 2022 @ 6:19pm 
It's complicated - you could swap to the ship to use active upgrades and/or you can activate them in tactical mode. So it depends - if that sort of micro management appeals to you, you could overpower any challenge the game throws at you with tons of missile spam, hit upgrade refresh and do it all over again, while your ships are invincible to damage for a limited time.

Some passive upgrades transfer over to overworld mode and some don't. Speed upgrades and sensor upgrades are probably the best ones for overworld mode.
ShaggyMoose 27 Jun, 2022 @ 12:37am 
Thanks. I usually whack shields and armour on anything I buy before throwing it out into the (over)world to fend for itself. Is that a good use of a passive slot, or should I not bother?
chaosavy  [developer] 27 Jun, 2022 @ 3:56am 
Shields and armor won't do anything in overworld mode.

Shields are just a tiny amount of total hp - but they regenerate fast (so are useful in ship mode) and armor - well in overworld mode the damage isn't calculated per bullet and armor isn't a % reduction but rather a flat reduction (so only useful against small projectiles).
ShaggyMoose 27 Jun, 2022 @ 4:20pm 
Thanks, I guess I will stop buying those upgrades for anything unlikely to see ship mode then! That does beg the question then; is there anywhere that states which upgrades are materially taken into account in overworld mode? I couldn't find this information in the in-game manual or an upgrade guide I found on Steam.

If the majority are not taken into account, maybe consider this as a future enhancement? The behaviour doesn't need to be modelled, maybe just grant a small flat or percentage increase in performance based on the upgrade?
ShaggyMoose 27 Jun, 2022 @ 4:21pm 
Oh, I see you have already flagged this in another thread. :AE_Good:

https://gtm.steamproxy.vip/app/369530/discussions/14/1745646187892245815/
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