November 26th 2015
Day Two of questions and answers! On Thursday, we kicked off the concept sale for the new Avenger modules. Today, we’ll be answering questions collected on the forums, and coming back Friday for the Anvil Crucible Q&A. For this, special thanks to Calix Reneau and Randy Vasquez for answering your questions. Enjoy!
The EMP and cargo versions of the Avenger are currently being offered as single unit ships because the system that allows captains to switch modules is not yet active in Alpha 2.0. Once that system goes live, separate cargo, bounty hunting and EMP modules, like those offered in concept for the Retaliator, will be made available. For now, pick the Avenger you most want to fly so that you’ll get to enjoy it in the ‘Verse!
That second one – generate an EMP blast around the ship. The ship is subject to the effects of the EMP, but if a component is powered down at the time of the blast, it will not be affected, and will be able to turn on again immediately.
EMP has no effect on ship hull, only on components. Components that are affected take distortion damage relative to their distance from the source of the EMP blast, so it’s far more likely to only partially disrupt a capital ship than a smaller ship. Larger components also have higher tolerance for distortion damage, generally speaking.
The EMP module is an Avenger specific object. EMP generators are components that will fit into our existing component system, and so should eventually be available to other ships. This particular EMP generator, however, is only available to the Avenger.
When you see an EMP about to detonate, you have three options – kill/disrupt the target (the EMP generator requires power to build up and maintain charge); get far enough away from the EMP blast to not be affected; turn off the components on your ship, so that when they get hit by the EMP blast, they will not be affected. That third option definitely favors multi-crew ships with engineers who are primed and ready to power cycle the ship at a moments notice.
This is a balance issue that we will want to hold off on until we’ve done more live testing. One solution being proposed internally is that the passenger would become a ‘commodity’ at some point, with the player respawning elsewhere to continue playing themselves while you transport an NPC prisoner. With regards to the module change, you would simply be physically unable to remove the module while it contained prisoners (or any standard commodities.)
The actual asset for the entire double seater cockpit has been completely made and is ready to go when some gameplay is achievable with it, the main problem we have is that two seats can’t share direct control over a single component currently so for a dual seat trainer one pilot would fly and the other would be unable to override this. When that problem is resolved we can look at bringing it back.
The Avenger now comes with an alternate direct cockpit entry via a side ladder, which is available only on the current Warlock at the moment due to the EMP module totally blocking the rear entry. It is on the Titan/Stalker at the moment but disabled as we currently don’t support multiple methods of entry/exit to the same seat, when this feature is added it will be enabled on those versions.
The Avenger is intended to be a more rugged dogfighter, with performance hits coming from the larger cargo hold and the in-lore age. Think the sort of ship that can’t necessarily avoid enemy fire, but it can take a fair number of hits… while having the firepower to hit back. In general, a focus on arms and armor instead of maneuvering and thrusters.