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DoragonKeiyou

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Posts posted by DoragonKeiyou

  1. tUsSF.jpg

     

    Update to ship.  Took me a bit to paint it.  (Guess what my favorite colors are >> )

    It's not really completely decked out (yet).  Starting to integrate Xanion into it.

     

    P.S.  I have no idea how to shrink images to fit :<

  2. Through my limited testing, I always assumed it was based on what you put in, each trait being set up on a roll table, and it giving you something random.

     

    Say you put in 3 items:

     

    Naonite Salvaging Turret (With +10% Bonus Efficiency)

    Titanium Mining Turret

    Iron Chain Gun Turret

     

    So the traits you have are:

     

    Material:  Naonite, Titanium, Iron

    Type:  Salvaging, Mining, Chain Gun

    Bonuses:  +10% Eff, Nothing, Nothing

     

    Each "trait" has a 1 / X amount to give you that when you research, where X is the amount of items for each part.  So you have a 300% chance to get Naonite, Titanium, or Iron back, no matter type you end up with.  Then it rolls for type, again since there are 3, 33% chance for each.  And lastly, bonuses, where it's only have a 33% to keep it, but 67% chance to lose it.

     

    I haven't messed with the research enough to really confirm this though, mostly just self theory.

     

    Edit:  So I put in the same exact 5 salvaging turrets and didn't get anything better on them other than the quality.  It picked up two new bonuses, lost it's efficiency bonus, and dealt a bit more damage.  So my theory above is just words now, since it seems more random than anything.

  3. You can also try to amass the goods and money to make salvaging turrets at Turret Factories.  You can build some really good ones with 35-45% efficiency if you're lucky.  I did that to get 5 Xanion ones cause I was tired of relying on drops for them or shops to sell decent ones.

  4. From the get-go, you get to see all the tiers of material.  Half of those will show 0 for a while (some a long while) before you even see it go up to at least one.  A request would be to hide the materials you have personally not found yet.  When you start, it'll only show Iron; when you collect your first piece of Titanium, then that will show up on the HUD material list as well.  This way it gives a small amount of surprise when a new player finds a new material.

  5. I like the idea.  Though, how would you tell them what to go after?  Say, if you wanted them to pick up the stuff that was close, but not try to grab all the loot in the sector.

     

    That's why I suggested X range, where X is the range stat of each "salvager".  Each tier could have small fighters be able to travel further from the mother ship to collect.

     

    Edit:  I have just realized that "scavenger" would be a better name for the fighter ship to not get confused with Salvaging (player action).

  6. Another manner that an increased item pick-up range could be implemented is with ships with access to hangers.  Have a new type of "fighter" called a "scavenger" or something along those lines and they fly out and pick up items X distance from your ship.  That way smaller ships don't need to sacrifice an upgrade slot and it more balanced for ships of mid-late game size / quality.

  7. Wow that looks awesome! Im sure it was a hard build.

     

    As far as stats go though its pretty slow :P

    It's slow cause it doesn't have the crew to support the requirements.  I'll try to fill it up and get stats for when that's not an issue.

     

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