Well the KS was a success. No message on how to fix cloaking from the devs though.
But that's fine, I doubt its something I could do on my end anyway.
So its been a while since I've posted here. To be flatly honest: I lost interest. Since a public forum isn't a place to discuss mental issues, lets just say that between having my power cut for a week, my internet going down fairly constantly and neighbors jumping my fence and stealing everything that isn't locked inside my place - including clothes I may hang out - that I'm praying even more that I can move out soon. When my faith in humanity is at the point it currently is, that tends to wreck my desire to make anything. Even my VN has been impacted over this.
That said, the 'break' has let me get a few new ideas into my mind though none are done\made as of yet.
First thing's first.
I always said I wanted to redesign the Tarkas to play unlike anyone else within both PH and vanilla SOTS2 and I've gotten a more solid idea of how to do that. As I may have finally made some breakthroughs on getting new SFX and even potentially models into the game (Though they are very, VERY unstable right now until I get the process more refined), I've committed myself to attempting to utterly redesign how the Tarkasian fleet structure works. Exact details are sketchy right now as my testing isn't looking good - I'd rather return to how SOTS2 is usually modded if it means not playing crash RNG.
The second, though this is entirely dependent on my investigation into what SOTS1 is capable of is that I will be porting PH over to SOTS1. There's simply more modding freedom for the older game and being held back by not being able to put my own content into SOTS2 is... well, there's a reason why I'm waiting for SOTSHD with baited breath. Don't have anything further to say on this as of yet as it needs more research on my end. SOTS1 and 2 are two entirely different games. This should go hand-in-hand with me re-learning my modeling skills that I had almost a decade and a half ago, though clearly many things have changed since then.
Within PH itself, I've planned a few changes. The first being that Direct Fire Torpedoes (Photon, Meson, Kelvinic and so on) will be converted to strategic range weaponry. Basically depending on testing, I plan on making them long range weapons that lay a steady stream of fire on a target instead of doing burst damage at a closer range like they currently do. Doing this in order to separate them more from the Heavy Combat-line of weaponry. In theory this makes them similar to the old 'tracking' torpedoes which no longer track at all in PH but the primary difference is how they do their damage - DFT ones do sustained damage if they keep hitting while the other ones (Fusion, AM and so on) do a ton of damage and often miss against things which move. (Sorry Kerb, but if SOTS is a naval simulator in space then torpedoes should follow suit.)
Drones are getting heavily buffed and nerfed at the same time. Each carrier will have either one, two or three drones (one per dock) to save on performance concerns with larger fleet battles (drones utterly tank FPS rates in battles with more than three players which can happen
) but their stats will be dramatically improved and I'll be adding more weaponry for them.
Battleriders themselves, I'm not entirely sure on. Since they need to be built manually and assigned by hand as well as not being replaced by merely repairing the carrier like drones as well as being targetable by every weapon in the game, they don't have the same level of effectiveness that drones do. I know that sounds funny considering how useless drones often are in stock SOTS2 but when said drones don't die to a single PD phaser beam, it is remarkable how effective they become. BRs don't have that ability.
Spinal weapons are all going to get their own variant. This is just a personal choice like many things in PH; A turret shouldn't have the same stats as a spinal weapon which takes up far more space and can't even turn. Should make fixed-hardpoint sections more interesting at the very least.
Cloaking and Psionics are going to be removed for stability and FPS concerns - It is annoying to have to lose these but they do cause crashes and immense FPS drops and I've got no idea how to fix them since I think its something that can only be done by Kerb themselves as it may be something within the engine itself - something I can't get my hands into. Psionics which don't cause FPS issues or are passives will remain, as will Psi Repair since it can only be on a single ship at a time so it can't cause performance drops.