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Fenrir

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Posts posted by Fenrir

  1. We all now that Stations (especially on server without collision dmg) tent to get smacked around be players that crash into them.

    This can get quite frustrating. (Oh hi equipment store 500 000 miles away ....)

     

    That's where the new block comes into the game:

    The block provides two stats:

    Tremendous mass (like 10-50 times rock per cubic meter)

    And extrem break force that is "always" active (so players don't use it on ships ^^")

     

    Downside:

    Energy costs and many Engineers

     

    They should NOT cost many resources to not have ANOTHER tremendously weak block that provides far to many resources on wrecking....

     

    With this we could create stations that stay at least somewhat in the right position.

     

     

    Also i would realy like to see that directional thrusters work on stations.

    Together with a script (the hyperspace blocker seem to have a script on that line) that slowly pushes them pack to nearly the old position (+- 1000 m so they don't have to fiddle around)

     

    I f the owner moves the station via tractor (gravity gun) or the directional thrusters then the new position should be set as the new "old position". (A API call and an menu option in the station to set the position should also be provided to maintain modding potential)

     

     

     

  2. I want to suggest the following new Options for Servers and Singleplayer:

     

    - Flight Dynamics

    Options: 1 to 100

    A flat multiplier to roll,pitch,yaw and break speed.

    Base setting (comparable to current value) should be 10 so people that want more "realistic" spaceflight can reduce the  value and people that wan't more arcady like flight can increase the value.

     

    - Max Collision DMG

    Options: 1-100 (%)

    Set's how much DMG a single collision can do.

     

    - Shields Block Collision

    Options: Yes and No

    Shields will be damaged first on collisions

     

    Alternative:

    Ship Systems like collision dampers (reduces collision dmg by x %),

    hard shield (absorbs X% of "pysical dmg" aka collisions),

    gyrophalanx booster (increases gyro strength by x %) ,

    artificial mass (increases break force by x%)

     

     

     

     

     

     

  3. It is the reason.

    The current Problem is that we modder need to revisit all Mods that change basic behavior after each patch.

    It's quite a timeconsuming hassle.

     

    And with the devs now aiming for more small and quicker updates...

     

    Well i will look into this when im back in Germany. Otherwise you could look into the file. It's one text block for each file that needs to be transfered.

  4. But, considering you CAN kill them with main guns and are FAR less powerfull then bombers in WW2 - they need HUGE buff to be viable, if every ship gets dedicated AA turrets. What I saw somewhere here was the best option - make turret slots a huge number and make turrets take SEVERAL slots, depending on their power and scale. Maybe allow to SCALE ANY TURRET, increasing it's stats, but make it occupy more slots. I REALLY want some capital cannon expirience, with some COAX railguns as well.

     

    This Idea sounds quite good.

  5. Can we expect changes in the collision mechanics soon? Since ramming other ships is a part of battle for some players.

    Currently there is no logic about taking damage, you can collide on a high speed, even spin after this for a while but take no damage. Or easilly crash from a slight hit.

     

    I would suggest the following:

    Sepperate Collision to 3 categories:

    Environment (Asteroids & small Ship Debris )

    Ships

    Stations

     

    And then two options per category:

    dmg scale (current option)

    max dmg % (example: @50% setting = A ship with 500 Live can only take 250 dmg in one collision (based on max live))

     

    Maybe one extra option: Only destroy unconnected blocks (that means like in the safe mode of building the founders block can only be destroyed last)

  6. The Threatlevel is not used in scaling it is only used for the message for the player for a rough guess how hard the attack is.

     

    And actually it was planned that the pirates crush players in the beginning with the bigger fleets. You are in that moment a ship with some hundred iron against a fleet of pirates that want to plunder big freighters or stations.

  7. You have no other aktiv Mod?

    Because the station should not have a max of 25 000 storage.

    I will look into it if the uploaded version is maybe missing a file.

     

    Edit: I checked: The trading manager file is contained and has the correct values.

    If i start a new universe my stations also have more max cargo.

  8. Hello Phyne,

    it would be good to now in which area this was. (The pirates scale to the center)

     

    Also the defence fleets will be also be updated with the next Version.

     

    If you want to scale them down: In the Pirateattack (\data\scripts\events\Pirateattack.lua) file is a variable named "rndScaleFactor".

    There is a factor calculation like this:

     

    local rndScaleFactor = 1 + (rndScale / 5)

     

    change it to:

     

    local rndScaleFactor = 1 + (rndScale / 10)

     

    This will scale them down without cutting out the new raid options.

     

    The next update will increase the rarity of attacks and the scaling so it will be not so common to get a threat level 70+ relitation fleet.

  9. Suggestions for additional module, if I may be so bold:

     

    Armor effective module, it should have a drawback like jump cooldown, maneuverability, acceleration, top speed, or a combination.

    A Jump calculation time reduction, low percent boost highish power draw.

    Shield tradeoff modules, less capacity faster recharge and more capacity but much slower recharge.

    Crew effectiveness modules, either flat or percentage based (Flat could be like "robotic crew unit), most likely cost balance would be power consumption.

     

    If the game ever allows for it:

    weapon/damage type shield/armor hardening.

    "Set bonus" modules.

    Fleet boosting modules.

     

    A Jump calculation time reduction, low percent boost highish power draw.

    Shield tradeoff modules, less capacity faster recharge and more capacity but much slower recharge.

    Crew effectiveness modules, either flat or percentage based (Flat could be like "robotic crew unit), most likely cost balance would be power consumption.

     

    This are the only one possible atm. I will look into it.

  10. Is it still bugged?

     

    Also a question. If i defeat the guardian and re spawn him another time, is he even stronger?

    It would be really nice if he gets like 10% stronger for every respawn. (Best would be that he stores the "kill counters" per player)

     

    Xostan Guardian 13 with 1000 Million Live and 200k omicron ;)

     

    It is still bugged sorry, maybe i will find the time to fix it today, but cant promise yet.

     

    When you killed the Guardian you can not spawn another one. Only the Scout drops a beacon to spawn the Guardian, so it does not grow even stronger. In default settings it got about 20-30 mio hull and shields i think (not sure how much exactly) and 1mio omicron.

    You can make it as strong as you want by modifying the config file.

     

    But the idea to even bigger ones sounds interesting... Maybe i will think about it, how to implement something like this without adding too much avo and items to the galaxy, endless chain kills would be op in this way.

     

    Thats why he has to be stronger each time. If you try to often he will salvage you.

    Btw: Vote for Guardian / Adds with strong salvagers :D

  11. The Home of the Bigger Is Better Mod Collection.

     

    Bigger is Better aims to what it says:

    Make the Universe and Everything in it bigger and better.

     

    Scaled Stations! Scaled Raids! Scaled Trades! Longer Range for BB&Salvage!

     

    Buy Download now in your local Topic:

     

  12. And the current crown prince of bigger is better:

    Bigger Stations

     

    This mod scales the station to sizes worthy to be told to be an station.

    Don't fear to kick them into the deep space after a crash

    Don't fear stations with only 3 cargo spaces

    Don't fear stations being destroyed be a stray shot

     

    It also contains an limitbreak for the station storage:

    Before a station could at max store 25000 items of one kind. Now the limit is 1 000 000  (limited be the actual cargospace of the station, of course)

     

    Site effect: Raiding of stations is far harder then before since they are far better protected.

     

    Planned Feature:

    - Turrets on stations (with meaningful DPS)

    BiggerIsBetter_Stations.zip

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