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LordMaddog

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Everything posted by LordMaddog

  1. This is not possible because hack programs like wep If things are done client side they can change packets. So instead of doing 10 dameg they do 50000. Instead of gaining 5 iron they gain 5 mill. They can even buy one cargo and gain a massive list of free items. As it is the client has to much handled on its side. If I wanted to I could make UI mods that would be down right insane cheats like all scan, mass, mining tool, and trade modules active without even equipping one. The truth is from a programmers point of view we need LESS handled by the client NOT MORE!
  2. your thinking to hard just keep playing. kill some aliens and pirates. Jump around a bit you'll figure it out
  3. O I all ways thought it was because I scaled it lol
  4. you can turn it on in the options. Space in loading screen. check the box to the right of it.
  5. never seen it brought up before BUT defiantly needed! As a builder I have encountered this problem multiple times but it only happens if you have scaled your mesh otherwise the scale step system makes it easy to match every joint. So the better fix might be to fix the scaling making incorrect steps
  6. Bump I have not made any progress at all with this my idea for the trench ended in disaster. some one who's good with manipulating small blacks pleas help.
  7. Good question and after a lot of though I figured out why. Seeing as we are not required to have some form of ammunition on board to shoot that means the bullets are formed on board the ship on demand this would require a lot of heat or a High powered cutting and shaping tool. And seeing as there is no explosive on board either that means the guns are using some form of magnetic induction to launch said projectiles. Both of thees things would require power. Thus a chaingun needs power :P
  8. Even If I am wrong what I suggested would balance things more then what they are now. Now on to your argument, you seem to think resources are hard to get or something I can obtain 5+ mill avorion an hour AFK!! Just to keep things fair, this is my cargo hauler by no means the sharpest tool in my shed. That is its exact stats nothing changed. It is equipped with rails that have a 30% chance of piercing shields And while its says around 200k om after some testing I found out its average damage a shot was 2.3million!! vers shields and vers haul because of the multi pierce bug its 5+ mill. It can shoot 7 TIMES! before cool down 14.8 sec. NO Ship that is not a 15+ slot ship can withstand a full round from its weapons even if you stack the ship full of shield modules the 30% pierce will kill your max 2-3mill haul. DPS dose not matter when you DIE in three secs flat. Thus your argument is null.
  9. Actually I would like shields to change as well for easy of balancing. With this it be easy to build the whole game with the dameg to energy ratio in mind and make the DPS, Defense, and Mobility trade off the full on balancing circle. My suggestion for IFG also plays a part in that ratio as well. But your right even if this was not change and the others were you would have that nice trinity it just be a tad harder to get the math right with out it.
  10. No because you will never have HALF of my resources at that lvl. I have multi millions of Avorion and Xanion while you will have around 500k of each. Also a 14 slot ship has at max around 2 mill shields and 1 mill haul any larger then this and it becomes a 15 slot. My ship has 10Mill shields and 5mill haul and 600k dps a second that means you can take 5 seconds at max of me shooting at you and you are dead! Even if you had a combined 1200k dps (witch there is no way you do) you would both die before my shields fell. ATM the game is very prominently bigger is better orientated. :( edit: I just realize the Dps I gave is on the extreme end of the spectrum lol. That's just the lvl a few players have obtain to. Typically a 14 slot ship has around 40k dps and a 15 slot normal player has 200k dps with comparable shield and haul stats as I stated. This sill leave the 15 slot ship the winier every time. Even agents 3 or 4 small ships.
  11. True I have a few capital ships with amazing mobility, but as I said you cant fix this with out fixing the three things I pointed out first or you will kill the game. What he did was right for the time being and once things are more flushed out he can lower the power of gyros and dampeners to mass ratio. O better just change Generators so the use of thrusters gyros and dampeners at high mass eat more energy then they are worth without ever touching their stats. This will make things quite balanced if he incorporates my weapon suggestion.
  12. HAHA nope And yes they are lame and as annoying as heck to hit. Whats worse is if you get to close they can spin and smack your ship doing a large amount of collision damage.
  13. Unless you abuse bugged factories you don't have instant weapons that can outrange a cannon... The problem of ANY 15 slot ships is the size that presents as target... ...Do the following excersise: - Check the ammount of resources that monstrosity costs. - Get a 3 slot ship of the same materials. Divide the resources of your 15 slot machine with the cost of a 3 slot to know how many ships your opposing fleet can build. - As both can mount equal weaponry... Now use cannons (the 2nd longest range weapon on the game) on both. - Now compare how easily your Monstrosity can be hit and compare to the next to nothing chances to hit any small ship at long range with cannons. On a server were players actually have to gather those resources... Instead of creative were resources are irrelevant... ...Who do you think will win a war? The relative scale betwen the "Monstrosity" and the smaller ship fleet that can kill it is just controlled by how many players the "small scale" fleet can field. And maneuverability is not rotation alone... Strafing also... I would like to see the inertia of that "Monstrosity" compared to the 3 slot ships. That's why I distinguished PvE from PvP... On a PvP server environment... Balance is ok, even if a player is able to hoard the ammount of resources to build a "Monstrosity" ... Others can take it down with a fraction of the same resources. I can one shot any ship under 15 slot man you could throw all you want against it but you loos 500x more resources while my Ships would barely be scratched. As for the jab about creative mode the multiplayer server I play on I have over 15mill avorion and 20mill Xanion with 4 capital class ships already made. And no there is no cheats of any sort on the server. Just jump into a salvage sector and release the horde and go afk. come back an hour latter to 5-8mill of every resource in the sector.
  14. Agreed I loved dogging the capital ships beam weapons in freespace https://www.youtube.com/watch?v=4IGqVNT61VI. It be nice to see massive weapons work something like that here as well.
  15. On a multiplayer game you CAN'T let a single player control the ULTIMATE DeathStar... ...Or you will be encouraging stablished player harrassment of new ones. Peak firepower needs to be ALWAYS on the side that has more players in it, and, if possible, the side that has combat initiative (Basically the side that can choose to flee). ATM, with maneuverability and number of turrets favoring small multiple ships, this is balanced... As a single player piloting a big powerfull ship can certainly bully a single player in a smaller one IF the smaller one can't flee... Meanwhile, if the same player tries to use his DeathStar to wipeout a sector containing the stations of a small group of players... They can band together in smaller ships that field more turrets, are harder to hit and, more important, require a fraction of the resources of the Deathstar... Thus giving a chance to survive for new players arriving to "hostile" servers. This game is trying to perform the stunt of bringing creative, trade, exploration, combat and pvp players ALL together to the same product... To manage this, "status quo" like this one needs to be enforced. On the other side, if you want to increase the number of turrets on a custom server... You don't have to mess with complex balance... Just increase the ammount of turrets each control system provides and voilá, you can make your own Imperial Class Star Destroyer ;). This is were torpedoes would come to play. I know they are not added yet but they seriously need to be :) You see a ship as powerful as your talking about would need to be massive and there for not very nimble. This would mean small ships could evade it and at the same time launch an endless stream of torpedoes and the behemoth would not be able to doge the slow moving high damage explosives. However you do know in the current game a Xanion tire, 9 slot ship can go back to a Naonite area and absolutely destroy every thing without ever having to worry about dying. And my 600k om 15 slot ship currently could never be even damaged by any thing less then another 15 slot ship. I am sad to say the dream you have don't exist in any shape or form right now in game. I can kill stations around the core with my current ship with ease and nothing in the sector can stop me EVER. If I so wished I could wipe out every faction down to extinction.
  16. I kinda missed this point in my last reply sorry Well in truth it is always going to be true, because to a cretin point it is true. But I also believe this meta is to prevalent ATM and this was my suggestion for that I know placing this here might seem out of place (thus the spolier) but when making a game you have to see every part effecting the whole.
  17. I wont deny that this was originally part of a larger more game encompassing balance plan. To make this completely balanced the plain was to change how resources and resource gathering worked. With this intact the ideal was that smaller ships as you lvl l might be able to scrounge together a small reactor made out of Avorion from killing aliens while lager ships would have to rely on more plentiful stuff like titanium. But even with this small ships would still not be able to any were near match a bigger ships dps and honestly I believe that is should be that way. Now in full on war small ships would have there place if torpedoes were added to the game witch I have brought up in multiple other post so I wont push that here right now.
  18. 1 I agree I thought it made sense but you are right. It just be a pain. 2 I don't know I am kind on the rocks for this one. On one hand I don't think it should be easy to run away but on the othere... You know freelancer had cruise disrupter misses that the player could try to doge. Maybe something like that.
  19. Wut?! It's quite the opposite, you could get crazy mobile ships before, regardless of size. If anything, it's bigger ships that have to choose between mobility and other things now. The new mechanics mean you can't just simply go bigger and never look back anymore, not the other way around. Also, no, no hardcore/arcade mode. This is early access, no developer is going to create a different versions/modes every time a change doesn't please everyone, this is crazy talk and, if anything, this is mod domain. there was a beta patch that dint have dampiners and gyros. It was waaay more mobility constricting. That's what hes talking about
  20. That's because you don't see the big picture you have to think about every part of the game. IE the limitation of money, Crew, resources, mass to maneuverability, and energy management. Class restrictions is the easy way out and what most developers do, never dealing with the real problems and in the end there game stutters out. Look at the real world their is massive diversity because there naturally has to be to fill all the needed roles. If the core aspects of the game are right diversity naturally happens just like in real life. Falsified restrictions make a player angry and discussed because it dumbs them down and makes them fill stupid when they arn't. That's why thees creative games are so big. Because it lets us be smart! And as smart people do, they want to see a role and fill it in there own way.
  21. One of the most annoying things in this game is docking! Don’t get me wrong I love the feature adds a lot of immersion that’s really nice. But in its current form it just doesn’t work. We all know this the real problem is why doesn’t it work? Well after thinking about it and messing with it for a long time I finally figured out why. 1 your ship can be right notched up against the docking port and still register as a kilometer away. 2 While docked and the interface is up you or the station can float away from each other resulting in you having to dock three or four times to finally complete your business at that station. 3 your ship is extremely vulnerable while interacting with the station. These three things are the main problem from what I’ve seen and here’s my solution. 1 every ship no matter how small must have a docking port to dock. This docking port will be registered as the exact point of interaction. So to dock your docking port and the stations docking port must line up and be close to touching each other. 2 When the player holds down the hotkey to dock currently F a golden beam of energy will attach the two ships together forming one entity so it’s impossible for them to float apart. 3 when the ships become one entity their shield’s and HP pool combined together dramatically reducing the players vulnerability. To undock the player presses Ctrl+F closing all interfaces and resumes life as normal. If these three simple changes were made it would completely fix this glaringly unknowing bug.
  22. I can see the thought process but it don't address the real issues this change would just poke at them. The big problems you are trying to fix are as follows. 1 If a player ever finds them self in trouble they can just boost away. 2 If a player ever finds them self in trouble they can just Jump away. The first problem derives from the engines being able to pull for the almost infinite battery pool. The second come from there being no way for NPC's or players from stopping you from jumping. Both are engine related, sorta. I would like to see this change to engines Afterburners: every engine according to its mass will have a certain amount of afterburners that the player can use and that recharge over time no longer will it directly suck energy from the batteries. This limitation will stop the first problem at its source. Cruise mode: activating Cruise mode will shift all available energy from weapons and other nonessential components into the engines allowing for much faster travel. However activating and deactivating Cruise mode takes several seconds and can be disrupted by taking damage. The larger the mass of the combined engines the longer it takes to switch over. On top of this hyperdrive should only be able to be activated while in cruise mode. IE: straighten out for your jump for too Hyperspace and don't get hit or your cruise mode will cut out and you wont be able to jump. This new implantation also fixes the second problem at its source.
  23. NO just NO class limitations would kill the game. Its better to add features that encourage diversity not force it.
  24. No the turret module and limit have to go they damage the game. Instead the balance would be better to make scaled have a 4:1 energy requirement to dps ratio so most players will opt to have 3 or 4 medium large turrets. As for huge ships that are all power generation and guns it just wont happen unless its a station. As your ship gets bigger you will need more thrusters, gyros, dampeners, and engiens all of witch are power drains. The bigger the ship the more you need unless its nothing but a floating block that cant move and in this case it be a weapon platform designed pacifically for defense witch is some thing that would be nice to see in the game!! Also to make balancing easier it be nice to see this happen for energy Generators Generators be renamed reactors and cost ten times as much credits to be placed. An energy management system like in the old X-wing game implanted so the player can control how this new sparse resource is distributed. Unstable and stable modes: When a reactor is placed it is automatically set to unstable which means it generates the normal amount of energy. However the player is able to turn reactors to stable mode which means that the generator will put out ten times as much energy. In this mode though the ship the reactor is attached on will not be allowed to travel faster than 100 m/s and cannot perform hyperspace jumps effectively making it into a station or a defensive weapon platform. Switching a reactors mode takes time according to the mass of the reactor if you have a massive reactor it can take up to twenty minutes for it to fully switch, during which time it produces verey litle energy and is vulnerable to attack.
  25. your argument is flawed because you assume larger ships have worse Maneuverability. My main design 15 slot ship has 1 in ever stat meaning I can spin on the dime and blast you with all 60 weapons at 7k+ range. Any ship that's not 15slot and bigger dies in an instant even teeny tiny npc fighters.
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