Xebeth wrote:
I like that the damaged escape pods are worth more than the occupied ones LOL
Xebeth wrote:
smartroad wrote:Xebeth wrote:
I like that the damaged escape pods are worth more than the occupied ones LOL
Xebeth wrote:JustSomeGuy wrote:TorTorden wrote:My main question for then would be.
How does the anti Tharg weapons work on normal people?
FSD increase, PDS, and thruster mods I suppose would still be nice.
Yep, does this mean we now have to have two different sets of weapons equipped, a couple of guns for "normal" npc.s and another couple just for Thargoids. I don't think we can go with just Thargoid guns and then go one shotting npc Anacondas on haz res.
Possibly the anti-thargoid weapons have some sort of biological component (thargoid ships are living organisms), making them less effective against metal ships?
JohnLuke wrote:[I think that there will be additional weapons and engineering mods for Thargoid related weapons.
I wouldn't stop engineering anything that I was currently working on.
TorTorden wrote:...
Cause biological and chemical weapons doesn't work on people....
Xebeth wrote:TorTorden wrote:...
Cause biological and chemical weapons doesn't work on people....
People yes, hermetically sealed metal space ships potentially no
TorTorden wrote:Xebeth wrote:TorTorden wrote:...
Cause biological and chemical weapons doesn't work on people....
People yes, hermetically sealed metal space ships potentially no
I think we are putting to much logic into this.
Apparently we can crash into suns at insanely close range.
And yet, someone aims what is at best described as a high-powered laser pointer at you and poof your hull is gone.
Thing is, as always this is a game. Thinking of mechanics that make for good game mechanics is often better than trying to force logical thinking on a game who hasn't had any so far.
TorTorden wrote:Apparently we can crash into suns at insanely close range.
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