
- #Pulsar lost colony ship types mod
- #Pulsar lost colony ship types update
- #Pulsar lost colony ship types upgrade
- #Pulsar lost colony ship types mods
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. Some offensive programs (viruses) may lower enemy shields, reduce enemy thrust, etc. Many of the programs the scientist uses can effect player ship performance, and enemy ship performance. Some examples: The coolant that the engineer can use to reduce heat build up in the engine also reduces ship weapon cooldown. Almost like a puzzle, each player has their own responsibilities and interactions with other roles, that makes each class unique and dependent upon crewmembers. 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. Why it works (and could Star Citizen steal it): They can determine what type of shields are most effective against enemy weapon types, and must also protect the ship from enemy viruses. The Scientist can use various programs and scanning methods to create defensive boosts, and offensive viruses to impact the battle. The engineer is also responsilbe for maintaining ship integrity and preventing fire spread. To be effective he must carefully balance the power needs of the various subsystems used by other players so the ship can perform at optimum efficiency. The Engineer must maintain the ship's power distribution but cannot let the engine overheat, or potentially explode if safety measures are removed (most similar to FTL power management but still different). The Weapons Specialist is responsible for using various offensive measures agains enemy ships, be it lasers, missles, or even nuclear weapons. The Pilot is responsible for navigating the ship, keeping the ship in or out of range of enemy vessles, and lining up warp jumps. The Captain is best described as a psuedo-dungeon master, controlling waypoint destinations, quests acceptions, and generally commands the other players. There are five classes, Captain, Pilot, Weapons Specialist, Engineer, and Scientist. This is not a 100% realistic simulation, it's a game with simulated elements. Because of that, we aren't afraid to go outside the realms of reality if it makes the experience more enjoyable. However, this is a game first and foremost. 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. Regarding Pulsar's identity as a game or sim, the steam page states this
#Pulsar lost colony ship types update
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. 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. Furthermore being an early access title, there are some areas the game still requires some polish.
#Pulsar lost colony ship types mod
They have discussed an MMO mod as a possibility but I do not know the feasability of such mod.
#Pulsar lost colony ship types mods
I should note that there is a modding community exploring how the base game experience can be expanded, and has work in progress mods allowing for fleets of ships to play together, or expanding the number of players per ship (can be found in the modding discussion of the Discord). Pulsar is also still in development and an early access title for those who are concerned about the baggage of that claim.
#Pulsar lost colony ship types upgrade
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.Īn MMO or a PVP experience. Now before I get too far explaining how Pulsar works, I would like to clarify what Pulsar is, but more importantly what it isn't, because honestly there's only room for one space sim that is simultaneously (and perpetually theoretically) a que line, mixology, train riding, ad nausium sim.Ī coop-game where players take control of various classes/roles on a Space Ship, a la Star Trek Bridge Crew. This proof is an indie game known as Pulsar: Lost Colony. However, I am here to share what I consider the proof that multicrew gameplay can work, not only be functionally engaging, but actually be entertaining. Most times by citing Elite Dangerous as an underdeveloped underutilized attempt, and claiming such features would never be fun in a multiplayer game.

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. 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.
