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Tools for tips |
Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-04-13 18:54  
Hiya folks, long time no dev posty thing.
Those of you who pay attention to our Facebook page (and you should, because why the hell wouldn't you?) or those of you who have a keen eye in beta will have noticed that I have recently added extremely detailed tooltips for Armor, Shields, Projectile-based weapons (torpedoes, missiles, cannons), Beam weapons, Drives, and Reactors.
In terms of what each displays or can display:
Shields:
Current HP
Damage reduction
Current charge rate per second (how much hp per second the shield is gaining)
Energy cost per second (how much energy relative to the readout the shield is costing per second)
Armor:
Current HP
Damage reduction
Local repairs per second (how much hp the armor is repairing per second)
External repairs per 5 seconds (how many repairs you've received gadgets or other players over the last 5 seconds)
Projectile-based weapons:
Multi-projectile delay (time delay between projectiles refiring)
Recharge time
Energy usage
Max range
Arming distance
Impact damage (at half falloff or half reverse falloff if the weapon has falloff, otherwise maximum damage)
Minimum or maximum damage depending on falloff type (the least damage the weapon will do at max range, or the most if reverse falloff is used)
Area damage (we include 50% of random area damage if it's specified and how big the splash radius is)
Beam weapons:
Recharge time
Energy usage
Max range
Damage (at half falloff or half reverse falloff if the weapon has falloff, otherwise maximum damage)
Minimum or maximum damage depending on falloff type (the least damage the weapon will do at max range, or the most if reverse falloff is used)
Drives:
Energy generated per second (how much energy relative to the display this device is generating per second)
Energy storage (how much additional energy this device gives the ship)
Reactors:
Energy generated per second (how much energy relative to the display this device is generating per second)
Energy storage (how much additional energy this device gives the ship)
If you could take a look at the various tooltips and give me feedback on the wording, any grammar issues, or typos that would be awesome.
I am currently in the process of adding more tooltips to other gadgets (drives, EWAR, etc).
As a note, these tooltips update in real time, so you will see your gadget HP increase, and the enhancements have an instant affect on them.
The above are currently in beta, so have at!
[ This Message was edited by: Pantheon on 2013-04-14 08:18 ]
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Zero28 Grand Admiral
Joined: August 25, 2006 Posts: 591
| Posted: 2013-04-13 19:43  
1 word
Awesome
you are my hero jack
will test as soon as i get a chance [ This Message was edited by: Zero28 on 2013-04-13 19:43 ]
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2013-04-13 19:52  
They seem to be working good, I like how shield and armor HP update in realtime if you're hovering over them.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-04-13 20:49  
Added Drives and Reactors to the list.
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Sheraton*XO* Chief Marshal Faster than Light
Joined: January 18, 2013 Posts: 482 From: Keel Mountains
| Posted: 2013-04-13 22:52  
Excellent from all I can see. My only concerns are in regards to the terminology that not all are familiar with. Perhaps a post detailing what each term means in general would be helpful. Other than that excellent job. I'm looking forward to more of them.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-04-13 23:27  
I'll look into detailing what the not-so-obvious entries tomorrow.
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-xTc- ExisT Chief Marshal Army Of Darkness
Joined: March 20, 2010 Posts: 534 From: Red Lobster
| Posted: 2013-04-14 02:36  
Very cool, ill mess around with them in beta.
1.7 is going to be such an EPIC update. Keep up the good work!!
EDIT
looks like some recharge times for weapons may not be diplaying correctly: for assault disrupters it shows 36 seconds to recharge(siphon)
assault disrupters with 48% beam energy efficiency, it displays 53.28 seconds(siphon)
for psi cannon, it displays weapon recharge at 14 seconds(claw) and SI shows recharge at 28 seconds(siphon)
ELF beams also show recharge at 1 second(siphon)
[ This Message was edited by: -xTc-.xisT *XO* on 2013-04-14 03:19 ]
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Fatal Afro Man *NCO* Marshal Fatal Squadron
Joined: September 09, 2006 Posts: 201
| Posted: 2013-04-14 04:22  
Looks great, I noticed the recharge time for Pulse Beams says 14 seconds, which I think is a little bit off. Also would it be possible to have the arc listed in the box as well? Oh and it says gauss gun does more impact damage than rail gun, is that correct? [ This Message was edited by: Fatal Afro Man *NCO* on 2013-04-14 04:24 ]
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-04-14 08:13  
I've just launched a build (so anyone reading this 10 minutes from now, this is in beta) and fixed the incorrect reload times.
All damage values are correct, but keep RoF in mind and energy usage .
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2013-04-14 14:02  
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On 2013-04-14 04:22, Fatal Afro Man *NCO* wrote:
Looks great, I noticed the recharge time for Pulse Beams says 14 seconds, which I think is a little bit off. Also would it be possible to have the arc listed in the box as well? Oh and it says gauss gun does more impact damage than rail gun, is that correct?
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Per projectile, yes, Gauss do more damage than Rails. But Gauss fire less per volley so they end up doing less DPS than Rails.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-04-14 14:22  
As Talien stated, damage is pre projectile. I can change this to volley damage instead if people think it would be better suited.
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2013-04-14 14:28  
That might be better, yes. Otherwise we may end up with people thinking Gauss are OP just from the tooltip.
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Sheraton*XO* Chief Marshal Faster than Light
Joined: January 18, 2013 Posts: 482 From: Keel Mountains
| Posted: 2013-04-14 18:59  
I have a slight note on the tooltips for k'luuth armor repair rates.
On the External repair rates when chitinous armor is equipped. the tooltips will show the armor being repaired at rate of 1225 but then that rate will drop, according to the tooltips to 0 before building back up to 1225 and dropping to 0 again before climbing once more.
This display glitch also happens when cloacked but instead hte number the external repair rate climbs to is 611 and then back to 0 before climbing to 611 again and so on.
Is this a glitch or an effect of the tips updating every 20th of a second?
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Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"
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-xTc- ExisT Chief Marshal Army Of Darkness
Joined: March 20, 2010 Posts: 534 From: Red Lobster
| Posted: 2013-04-14 20:41  
Quote:
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On 2013-04-14 18:59, Sheraton wrote:
I have a slight note on the tooltips for k'luuth armor repair rates.
On the External repair rates when chitinous armor is equipped. the tooltips will show the armor being repaired at rate of 1225 but then that rate will drop, according to the tooltips to 0 before building back up to 1225 and dropping to 0 again before climbing once more.
This display glitch also happens when cloacked but instead hte number the external repair rate climbs to is 611 and then back to 0 before climbing to 611 again and so on.
Is this a glitch or an effect of the tips updating every 20th of a second?
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If you notice the repair rate for luth armor, it says hp/per 5 seconds.
The number resets to 0 every 5th second. Maybe it's the math behind ahr, I'm not sure.
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2013-04-14 21:38  
Quote:
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On 2013-04-14 18:59, Sheraton wrote:
I have a slight note on the tooltips for k'luuth armor repair rates.
On the External repair rates when chitinous armor is equipped. the tooltips will show the armor being repaired at rate of 1225 but then that rate will drop, according to the tooltips to 0 before building back up to 1225 and dropping to 0 again before climbing once more.
This display glitch also happens when cloacked but instead hte number the external repair rate climbs to is 611 and then back to 0 before climbing to 611 again and so on.
Is this a glitch or an effect of the tips updating every 20th of a second?
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External repairs just counts up to how much is being repaired over the last 5 seconds and then resets to 0. It has nothing to do with how AHR works.
All I do is add the amount of incoming repairs every update to that value, and reset it to 0 every 5 seconds. Supply ships, repair auras, AHR - it all adds to it. [ This Message was edited by: Pantheon on 2013-04-14 21:39 ]
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