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GrimJahk

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Posts posted by GrimJahk

  1.  

    -"Yay, more incoming aliens... I can pop over here and just collect the Phat Loots while they duke it out with the locals!" (actual meta game currently when in sectors above your punching level)

     

     

    Right now the "Aliens" are not much different than a collection of zombie pirates... endless waves of cannon fodder. How about make the fights with them a challenge and an EVENT (not common, maybe dependent on proximity to center?), not a foregone expectation that is a grind... OR something you plan around playing vulture...

     

    And they are supposed to BE alien... so maybe they should have a slightly tweaked experience in the game...

     

    Maybe not even see them until AFTER you equip your first Naonite?

     

    Like... self preservation... if they are obviously over-matched or losing they attempt escape.

     

    They LEAVE zones that hold no interest to them. Some ships use Kamikaze techniques when low on health and can't escape, or self destruct doing damage to everything within x radius, destroying drops and damaging other ships...

     

    Certain ships call for reinforcements if they are solo...

     

    I'm sure there are hundreds of other ideas, and I already know this is NOT an easy thing to do/include... behaviors can be a challenge

     

     

    Aliens are focused on you, they always come to your sector... Why show up and ignore you? Is this something to discover? Maybe they auto aggro and ignore everything BUT you... unless you have a certain artifact... Maybe their behavior depends on how many in that battlegroup...

     

    Let the discussions begin.....

     

     

  2. <snip> Aliens should be able to drop awesome stuff.

    It is no fun when battling and looting is there just for money pretty much, oh a legendary weapon drop, should be an exciting time.. until you realize its not only 10 tech levels above your crafted stuff.. but 5 times worse than it to.

    <snip>

     

    Enzo, you sparked a thought I will take to a new thread.

  3. Interesting thought.

     

    Might be hard to get into game, there is a lot of re-writing needed there and new concepts/code/functionality...

     

    Much of reality is already thrown out the window with building ships in space, warping across sectors instantly, and various other technologies that are currently only science fiction...

     

    However you are right that the current maneuvering system does need to be fixed with a bit more awareness around inertia...  Sudden right-angle turns are so TRON...

  4. You say that it's been "demonstrated" many ways how this idea would be a bad thing, but that's not really true... you've just repeated that it would, without really getting into the actual game mechanics of how integrity fields work and how changing them to function in this way would destroy the game.  Frankly, getting so confrontational does more to weaken your argument than the OP's.

     

    I'll fully admit that I may not (and very likely don't) understand the mechanics of integrity fields, or how ship HP and damage are calculated and assigned, but I think what the OP might be looking for (and frankly, this is the way I thought integrity fields would work as it just makes intuitive sense, before reading on the forums how they actually work) is something like this:

     

    As I understand it, integrity fields not only apply a flat increase to the functional HP of the blocks they cover, they also tie those blocks' "life", if you will, to the hitpoint pool of the entire ship, meaning that if the block dies the whole ship dies.  It's a weird mechanic that doesn't make intuitive sense, and can result losing an entire ship to an impact that only actually hits a single antenna.  What if, when you apply an integrity field that covers, say, one quarter of your ship, the blocks' HP is tied to the integrity field generator, rather than the ship as a whole.  In other words, the HP pool only consists of the blocks in the actual integrity field.  Let's say that's 1000 HP worth.  Let's also say that you take a volley of railgun slugs into that "crumple zone" that totals 2000 damage.  Everything in that integrity field is simply sheared off instantly by 1000 of that damage; the remaining slugs are free to continue and hit the rest of the ship, if they're angled correctly, dealing their damage to whatever other parts of the ship they hit, if any.

     

    You mention that this would be too powerful when combined with shields, and that's entirely possible.  Frankly, I think shields are too powerful already, but that is a different discussion for a different thread.  Suffice to say this kind of mechanic paired with a reduction in shield health pools and effectiveness would allow for more interesting combat scenarios.

    Point made and accepted. I will admit to frustration.

     

    Integrity field is explained very well at the bottom of this thread.  The way it's designed now, pieces break away when they have taken too much damage, and it will spill over on to the next block, then that block will take damage, and so forth until all damage is dealt. The original design was bonding the pieces together in a collected HP pool. Now each block has effectively 10x HP, and is separate.

     

    What the OP seems to be asking for is the ability to assign a block to a particular field, and once that block is destroyed the rest of the damage poofs with that block (and associated field) and does not carry over to the rest of the ship.  I will use this comical example: place a grenade on a jigsaw puzzle, it blows up, now one piece is missing, and the table it was on, and the floor, and walls, but the rest of the puzzle is in tact.

     

    This is his preferred solution to having a collision with an asteroid that destroys his ship.

     

    I have had MANY collisions with asteroids, never lost a ship from it. The collision mechanics are... weird... it seems to have a foundation of VOLUME calculation (not mass or density) AKA "Bigger = Win"  a small ship hitting a medium Asteroid = Small ship loses (as it should). Huge ship hits a small asteroid = doesn't notice(not necessarily right).

     

    Volume of 1Million^3M of marshmallow bumps into a 1^3m Diamond in this scenario the diamond vaporizes. (not right)

     

    If we wanted to get into reality, space ships are hollow cans, asteroids are solid mass... MASS is the issue here. Density matters. 20lb metal trashcan Vs 10lb Bowling Ball... which one wins? I bet the can dents first.

     

    As I said before here. The OPs issue is with the broken collision mechanics. They need to be fixed. I expect when they get higher on the priority list, they will be.  Changing the damage resolution mechanics, the design mechanics, and how the player must interact with a "technology" that had no interaction before are all HUGE coding projects that have far reaching implications. Thus I'd wager that it's not got a chance in hell of making it to the game... IF the only reason is to keep a newbie ship from blowing up upon touching an asteroid.

     

    Does this explain my position better and demonstrate the reasons this would be bad?

  5. I just started and after wrestling with the ship builder for a couple hours, everything is still a brick no matter what I try to make. I'm looking for something beyond the starter drone, it doesn't have to be super pretty, but functional and a nice starting point.

     

    Try this:

     

    Make your floaty brick for function first

    Make a few squished rectangles and place them around your ship like rings on saturn (only not so far out)

    Now fill in the with angled armor pieces

     

  6. I've noticed the same thing with railguns. I recently made a bunch for myself at a factory; they claim their range is 7.08 km, but they pretty much always miss at 7 km, or even 6 km—even if I'm stationary, my target is stationary, and all of my targeting circles are green and centered on a large portion of the target's hull. It's like they just phase right through it.

     

    However, under 4-5 km or so, they pretty much always hit. Personally, I think it's a range bug. Can't be lag when neither you nor your target are moving much/at all.

     

    <snip>

     

    Currently there is a bug with manufactured turrets around range there is a patch (somewhere) that fixes it.

     

    My salvagers were supposed to be 1.2 range and in reality .68 is what they perform at.

     

    The patch will only fix stuff as you make it not the stuff you already made.

     

    I have yet to test this patch myself, but I installed it this morning.

  7.  

    If you want to prevent death from collision, have a root block in the back of the ship and/or increase the total ship HP value. Nothing aside from that is going to help.

     

    +1

     

    Good:

    Design a better ship

    -or-

    Stop driving into asteroids

     

    Bad:

    Ask the Dev to re-engineer the game so you don't have to be better.

     

     

    see, thing is, you can already create small localised integrity fields.

    the only thing stopping my suggestion being reality is that the fields merge into one the moment to fields are in contact with each other. meaning leaving parts of the ship not covered at all.

     

    my request boils down simply to control of that functionality to subdivide parts of the ship as if they where behind their own bulkheads.

     

    I've really tried to be polite and diplomatic... it's not working.

     

    So, Here is blunt:

     

    You are the only person championing this. It's been pointed out that it is NOT an easy thing to do and will affect the game adversely, but you push on... I have played this game for less than 200 hours and have only lost a ship ONCE due to collision when I slammed into another ship at high speed... My mistake, not the game's.

     

    There is no NEED for this feature, there is no SUPPORT for this feature, and it has been shown to you in several different ways that this feature will make the game worse...

     

    Yet you persist.

     

    I can appreciate your passion for an idea.

    I appreciate your sincere efforts to champion it.

     

    But you need to learn to pick your fights... this is a fight that you cannot win, and the longer you keep fighting for it the more likely that people will tune you out, and a future good Idea may go unheard.

     

    My last .02 on this thread...

  8. Actually the RNG is the weak kid sister the the crafting mechanic (currently). Best weapons are currently crafted at turret factories and can be mass produced (aka OP)

     

    I strongly suggest playing up to Trinium/Xanion level harvesting and you will have a much clearer insight to the game and more exposure to the current meta game, lots of warping and watching. ;)

  9. I follow you, and agree.

     

    I think that is also what screws up my build screen with thrusters...

     

    Build screen should show what speed is possible...

     

    ...just as it shows your max HP, it doesn't show 0HP because you don't have a mechanic on board

    ...or the guns showing 0 DPS because you are lacking gunners...

  10. Yup... Fleshing out shows you care, or at least thought it out and not doing Knee jerk reactions to events.

     

    Wall-o-text scares away conversation.

     

    Still a small community, small company, amazing but young product... all the perfect elements for people with ideas and passion to pitch in and help...

  11. Interesting ideas, but after a few hours of slaughtering Pirates you will have hundreds of modules and turrets.

     

    The current materials "system" is strongly built around collecting bits and pieces and making turrets, so overclocking won't be much help there... and the research system of 5:1 trade-up at no cost addresses the I have too many junk in inventory problem, while rapidly giving you more "stronger" module options.

  12. Yup, sometimes I am far more clear in my mind than I am in text ;)

     

    My original thought was around improving on organization, then switched to having Hardpoints that a player can swap out turrets without entering Build Mode. Then evolved... LOL

     

    I try not to flesh out too many details at first because it's an awful lot of work, that is wasted if no one is interested

  13. I actually have had this same idea, I think it's a fantastic one.  Ablative armor and damage compartmentalization is definitely a thing in real life engineering and design, I don't see why it shouldn't be in this game either, other than the fact that the procedural ships won't really be taking advantage of it (although I could easily see that being included in their seeding).

     

    I think where I am getting stubborn is that "Shields" are already a thing. If you are paying attention and haul-ass the moment they are close to failing you are almost untouchable...  If there was an ACTIVE armor system like EVE has this could make sense. but if you add this to the already OP nature of the existing Shield system it makes combat and "danger" in the game even more trivial.

     

    The logic being used here means that... I can put 20 different "zones" onto my ship... each one a single piece of 20HP Iron Hull... (400 total HP) I now can be hit 19 times with a 1,000HP Railgun for a total of 19,000 damage. ...  when a single shot should have killed me.

     

    Again, we are having this discussion based on an attempted solution to accidentally bumping into an asteroid... and I continue to stress that this kind of implementation will be both a challenge to code and a nightmare to actually implement for the person building their ship.

     

    Modifying anything that affects combat is no small issue... especially if the purpose is only to make tougher fenders for your car...

     

    Fix the collision mechanic first, or the collision avoidance mechanic first.

  14. Y I see some aspects of scaling but what I would like is size scaling not just level scaling. A weapon that can be made larger for bigger power and drawbacks.

     

    As for the production I would like to be able to do it my self not just have to fly to some remote corner for a list of items that are across the quadrant just to get a slightly better gun that is out dated because I improved so much by the time I produced it.

     

    As for walking on planets and the economy I'm not expecting eve. that game requires a supercomputer to run and is so in depth that it will suck the life from your aged bones and leave nothing more than a husk of dust and a memory.

     

    Thanks for the comments ;)

     

    Being able to just scale the weapon for more damage would be comical... Immediately imagining a Honda in space with a gun the size of Oklahoma strapped to the top of it... Fire it and jump three sectors backwards. Honestly it would break the game if the scaling was anything other than a visual affectation.

     

    Turret production, as it is, is less than fun. If it were DataFile driven like I described above, it could be done at any turret factory by combining your datafile with a matched type turret and XXX cost of creds and materials.. the only problem with my thought... it almost kills the entire materials model that is already in place...

     

    Always happy to bounce ideas and opinions. ;-)

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