Jump to content

FuryoftheStars

Members
  • Posts

    544
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by FuryoftheStars

  1. Well, would be good to change the color anyway, especially when in the normal view or however you call it. In a busy system, looking for the difference between square and curved brackets isn’t enough.
  2. I might be the one confused. I may have read that from someone else and thought it came from the devs. Entirely possible. Edit: Missed that koonschi had already replied. Thanks for the confirmation!
  3. The large clearance distance needed for Hangers to launch fighters causes restrictions to ship designs that otherwise would still make sense. Consider for example this ship design: https://steamcommunity.com/sharedfiles/filedetails/?id=1144924029 https://imgur.com/a/fsHgul9 There's really no reason why the hangers on this design shouldn't be functional. They're actually set up very nicely, but because of the large clearance needed for them to work, they're all just decorative. And to give some numbers on that, the primary "hanger bay" there is 8 x 12 block units in size. The actual hanger blocks themselves are 1.5 x 3.5 ("bottom" hanger) and 2 x 3.75 (side hangers). The whole ship is roughly 88 block units in length. I get that by decreasing the clearance needed there's an increased risk of someone designing their ship in a way that results in a hanger launching into an area fighters can't get out of. There may be ways to solve this, either through programmatic detection during build itself or of the fighter once launched (and then warp it out of the enclosed area), or even allow a player to designate a side of the hanger as being "closed". Ultimately, though, IMO, this would be a fault of the player and their design and personally I don't feel as though it requires you all doing anything fancy to detect and solve. IMO, the clearance of the hangers should only need to be a few block units. If this would causes issues with ship/station generation, then add a separate stat to hangers for this large clearance that is only used in generation? EDIT: It'd also be nice if it didn't require the entire zone to be clear? Or the zone was also smaller than the actual blue glow? That way we could put edge/corner pieces around the outside edge/corners of the hanger and give some of them the looks of something other than a perfect square/rectangle. Like this:
  4. Can't say I'm 100% convinced, yet, but your points do help. Don't get me wrong... I want to be wrong on this. I want the large ships to move slowly as well. I just don't want them to be like that "just because", you know? I haven't replied sooner cause I feel like my brain has been non-functional lately. Still is, but wanted to at least say something. Been working on redesigning someone's Victory class Star Destroyer lately and it's been draining me mentally cause I am just not that great at creative stuff. But the choices on the workshop have been annoying me lately, so....
  5. With this in addition to the introduction of boarding I wonder: Does this mean that factions will actually conquer territory in faction wars now? Like: A faction is attacking a sector and will board those stations, taking control of the sector and after that is done the gates will change owner as well so the sector has effectively been transfered from the territory of one faction to another ones? Or am I misunderstanding? I think at one point they mentioned that’s what they want to have happen (territory changing hands). Don’t remember where, though.
  6. I’m in support of this. It would give a meaning behind having the “press space to continue” active, even.
  7. Agreed. In addition to this issue, when you select a block, because it is selecting more than one block, the little info window in the lower right doesn’t show. This is an issue when you have the view set to show everything and you’re trying to verify you’ve selected the right block. A toggle option would be good, but maybe bound to a hot key or something. All of these things being hidden within other things is becoming an annoyance for me....
  8. Isn’t this kind of what the scanner upgrade is supposed to do?
  9. I’m not sure it’ll help with that part. If you’ll notice, even when you have it set to show only one block type it can still struggle, even if there are only a couple blocks of that type. Interestingly, it seems to have no trouble with it when you first enter the builder and it hasn’t finished rendering light and shadows. It’s after it has finished this that it starts giving you those long wait times while it rebuilds and red outlines where you deleted blocks remain.
  10. Moderators, feel free to delete this.
  11. Those stats don't display correctly. Don't take them at face value. Also, you can edit the design once you build it.
  12. 1) Correct. Each faction has their own style, too, so you'd have to visit multiple factions to look at their styles and see what you like. 2) F5 for generating the ship and F9 for the background. 3) Also correct. The ships/stations do not remember their actual design from before boarding, in essence "discarding" their broken blocks from the design plan once you capture it. Unfortuantely, from the amount of damage you have to cause before you can board, and then the amount that's caused during the capture process, this really isn't a viable way, IMO. Additionally, the devs have made some changes to where you get a small (5?) subset of starter craft to use, though I think they said something about only if you don't already have saved designs. I think this only applies to the top level folder, though, as I had saved designs and still got these starter ships, but I had created a subfolder and saved my designs in there.
  13. Thanks! Exactly what I was trying to figure out.
  14. Just curious if a mod that only replaces texture files could be considered client side only. Thanks!
  15. Isn’t banana just a different name for lemon? The value itself I thought was the same, just a different label.
  16. Finally had a chance to get in and look at it. Eh, why not. Let's go bananas. :)
  17. You could report it via the in game bug reporting feature. That said, bear in mind that if you have a Creative Mode galaxy that you are playing, this is intended.
  18. You post too early. Steam doesn't show 0.33 yet. :P Definitely some great stuff in there (especially turret blueprinting and valuables detector showing flight recorders (YAY!)), and some stuff that made me lol. I'm tempted to write "banana lemon cookies" in here, but as I haven't been able to get in and actually see it, yet.... :) :P
  19. I keep feeling myself going back and forth on this. On the one hand, I feel like small ships are always going to be inferior so long as they are not able to out maneuver and outrun large ships, but on the other hand, the devs aren't wrong about big ships being capable of higher speeds. Just look at Naval ships. A US Naval Aircraft Carrier is more than capable of reaching speeds that leaves the rest of the ships in its fleet behind, but in the short run, the rest of the ships are capable of reaching their maxes much faster and leave the carrier behind. If they're going over enough of a distance, then the carrier can eventually catch up and surpass them. I'd be willing to give the maneuverability nerf to large ships a try first. And maybe a nerf to acceleration for them as well? That way they can't just boost out of a string of weapons fire as easily. Small craft may need a boost to accel as well, though. Edit: Actually, I'm thinking the nerf to large ship accel I'd like to see is a nerf to their accel while boosting. That might work. While I agree that the ships shouldn't be chasing each other around like Wile Coyote and Roadrunner, I do not agree with nerfing weapon range. I do not want this game to turn into a dogfighter with capital ships where they have to be scraping each other's paint to get in weapons range. Large ships should be able to hit at long range. They just shouldn't be able to get out of the way as easily. Dogfighting should be up to the fighters and smaller ships. As mentioned above, I think I'd be willing to give maneuverability and acceleration nerfs to large ships and potentially acceleration boosts to small ships a try and see how that works out. That kind of stuff is called balancing, not bugs. Two different animals.
  20. Each faction has further differences in design. The one(s) you’re looking for are probably with a different faction somewhere.
  21. Hey, awesome! Congrats and welcome!
  22. Hazard zones do occur with pirates if they destroy enough. Destroying pirates isn’t quite the same, and I imagine they’re exempt from it because of the frequency with which they spawn. It doesn’t make sense because the energy suppressor is not a comms jammer. And even if it was, it stands to reason that if enough ships disappear in a given sector, civilians are going to start avoiding it on their own and nearby factions may send scouts to see what’s going on. You can’t just sit in one sector and expect freighter after freighter to come through like stupid AIs of old games. In reality, pirates would be constantly moving around to find ships, stay ahead of the law, and to not cause any one area to become so “hot” that no one wants to go there anymore. This is what a hazard zone is. A good use of the energy suppressor for single player would be for it to reduce or stop pirate/xsotan attacks as their radars wouldn’t pick up any energy signatures (green blips) and they’d think it was an empty sector.
  23. No block can “prevent” the effect from coming through. Best you can do is bury the engine deep enough that the effect dissipates by the time it reaches the end of your ship. This is obviously harder to impossible with smaller ships. I’m not sure if the effects themselves are moddable.
  24. As mentioned over in the steam forum when you posted this there, that concept doesn’t make sense. That’s not what a hazard zone is about.
  25. Putting small engines on a large ship to limit max speed to a more sensible level would not only look stupid, but would also prevent you from being able to move as you’d be unable to get enough acceleration. Just the act of attempting to get acceleration will result in more engines that then give higher speed. Also, the AI would not play by those rules, so wouldn’t do any good and gimps you beside.
×
×
  • Create New...