One area that gets a lot of theory crafting attention tends to be multicrew, and I often find this sub discussing how it would probably never work. We like using the term simulation because it helps convey the fact that each starship is a large collection of systems and mechanics working together and reacting to its environment. chevron_left. close. Vive VR is a place to share Virtual Reality news and developments with an emphasis on Vive and Vive-like hardware. And this has nothing to do with CIG's incompetence, but rather I believe Pulsar works because all of the gameplay was designed with these interconnected features in mind.
Hull acts as last defense. Pulsar is also still in development and an early access title for those who are concerned about the baggage of that claim. There are five classes, Captain, Pilot, Weapons Specialist, Engineer, and Scientist. ED's multi crew wasn't even that bad until fdev nerfed the hell out the rep and credit you could get from it until there was no motivation to even bother, because god forbid newer players might actually just crew turrets for more experienced players as a way to bypass the slow ass early money grind. I'm interested in what the VR experience is like nowadays. I'm not talking about SC specifically, just a thought about how a game with optional multicrew could work. More match based- Deep Space Battle Simulator. The Scientist can use various programs and scanning methods to create defensive boosts, and offensive viruses to impact the battle.
Many of the programs the scientist uses can effect player ship performance, and enemy ship performance. Level Damage Charge Time Heat Gain Range Damage Type Power Usage Cost scrap 1 32 6.0 sec 50% 3400 M Physical 2600 MW 4,560 0 2 37 6.0 sec 50% It looks amazing though I just don't know what to do in it. BUG: (8 january 2018) : There’s only one significant armor-related bug, which is that most armor bonuses and penalties do not currently work. Has anyone played it recently? Each point of armor blocks: Ships have 87.5 armor base along with what the hull adds, along with 0.5 armor per 1% of hull missing. Press question mark to learn the rest of the keyboard shortcuts. Log in to view your list of favourite games.
They have discussed an MMO mod as a possibility but I do not know the feasability of such mod. I know theory crafting is a particularly topic many refundians enjoy mocking, picking at, face-palming too, especially after observing the behavior in the natural habitat of spectrum forums or our sister sub. I stumbled across this game while researching the Star Trek bridge simulator. We’ll discuss the implications a bit later. Games. At all. This proof is an indie game known as Pulsar: Lost Colony. Singleplayer was too developed, and without totally redesigning the space combat, leaves little incentive to use multi-crew mode. View all games.
The Layered Hull bonus does work; in fact, it works better than intended.
We welcome developers sharing news and releases.
Pulsar: Lost Colony. Last time I played it in vr it had major frame issues and made me sick. Trending chevron_right. The engineer is also responsilbe for maintaining ship integrity and preventing fire spread. That being said, the bot system isn't perfect, takes some knowledge of the game to set up just right (default settings are ok), and I still find the experience better with friends.
You know the classic MMO system that allows 90% of the content to be done solo or in small groups but saves the juiciest stuff for those who can gather a big group to do a raid dungeon, right? I've not played in a year or so, but it's a really fun game with a group of dedicated friends.
Now this is far from the trainwreck that is the minimum viable product of SC, but bugs do exist, and certain features are not as deep or fleshed out as they could be. Pilot must ensure that the enemy vessels are in range of the weapon's specialist's line of sight so that accurate shots can be lined up. To me it actually felt more Star Trek then Bridge Crew did, it has the feel. A coop-game where players take control of various classes/roles on a Space Ship, a la Star Trek Bridge Crew. New chevron_right. Armor simply gives flat damage reduction based on damage type. Hull acts as last defense.
A little performance heavy but plays good.
Press J to jump to the feed. Maximum hit points of the hull (and ship). Amount of hull can be seen at ship info screen and as wider grey bar at up right … While the game shines in the ship combat, the planet exploration and enemy fps combat is servicible, but not particularly deep or engaging.
I believe this is the problem that Elite Dangerous also ran into. Seems like it's way more in depth and content-filled, but all the VR-centric discussion I can find is from a year ago. PULSAR: Lost Colony Wiki is a FANDOM Games Community. However, not only do players get to engage in ship to ship combat, but they can move around the ship, put out fires, board enemy ships, upgrade their ship components, travel down to planets, etc. I seek the old pulsar builds from before the screens turned into holograms floating in midair. Press question mark to learn the rest of the keyboard shortcuts. They can determine what type of shields are most effective against enemy weapon types, and must also protect the ship from enemy viruses. None-the-less the game is still being activly developed with the last update being within the last week or two, and with the Beta 30 patch that should complete the main questline on the horizon. Just has a steep learning curve and no tutorial but does have people actively playing it go on their steam discussion page. https://pulsarlostcolony.fandom.com/wiki/Hull?oldid=8447, 0.36 damage against Beam and Armor Piercing damage, along with ignoring 12.5 armor, 0.18 damage against Infected damage, along with ignoring 50 armor. Some offensive programs (viruses) may lower enemy shields, reduce enemy thrust, etc. An MMO or a PVP experience. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. The lightning turret is a turret with the ability to cause massive damage against shields, and has a chance to turn off power to all (or a subsystem of a ship). Why it works (and could Star Citizen steal it): In my opinion Pulsar: Lost Colony works because the entire ship combat system was designed to be integrated actions of various crew members working together.
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