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blackether

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Everything posted by blackether

  1. Currently it is much easier to just build a tanky ship than it is to try and build a glass cannon. You can use blocks to build out shields, fields, generators, and armor, but the number of turrets is directly controlled by modules, and thus is simply a function of ship size anyway (just abstracted through another layer). You cannot build a small ship that can equal the firepower of a large ship, given they have the same percentage of possible module slots filled with turret upgrades. On top of that, I always feel like I need at least half my slots to be filled with turret mods anyway to keep battles from dragging on and on. Why couldn't this turret count abstraction be simplified and not made to be reliant on modules? What if we made turret count directly tied to ship size (more volume gave more turrets)? You would get x number of turrets for every increment of size you build to, just like how the number of module slots works now. Turret slots could still share between armed and unarmed. You get more than half your module slots back to be filled with interesting and differentiating upgrades, rather than boring and "forced" turret slot mods. Now, in order to balance this with other systems, you add a new block which actually allows you to control the turrets. It does not impact the number you can actually place, just how many of the placed turrets you can control. It would be expensive and vulnerable just like shields, fields, generators, etc. and "fit in" better than the current system, which feels arbitrary and forced in comparison. Likewise, the other systems which can only be adjusted with modules also feel very constraining in an arbitrary way. I feel like module slots should relegated to helping you specialize, not be forced and required to even function. There are several modules that feel arbitrary and annoying to swap situationally. - Hyperdrive Recharge Time (kind of able to be adjusted indirectly at the moment) - Radar (both kinds) - Trading System - Mining System (I'm not even sure this is ever really viable currently, as you can see each asteroid far beyond the ranges, especially on early mods) - Battery As well as Hyperdrive Calculation Time, which is killing me, and completely neglected at the moment. I think the module system is interesting, especially at first, but as you collect more and more modules things become annoying quickly. Without a way to easily save and control "loadouts" picking and choosing modules out of a huge list just isn't fun or easy. I do like the premise of the system, but the implementation can be lacking at times. This goes quadruple for turrets and the absolute mess that is trying to find, pick, and place turrets situationally. It is an absolute chore to switch between turret loadouts from combat to mining to salvaging. Similarly, trying to choose between Turret A and Turret B, whose stats are further abstracted due to a non-transparent overheat rate, is a nightmare. Then, once I've found a turret I actually want in the inventory, I have to find it again in the non-searchable, non-sortable build menu. Rinse and repeat, potentially for dozens of turrets in the late game, each time I decide I want to mine rather than fight, rather than salvage. We definitely need a loadout system for modules and for turrets, as well as much better searchability/sortability for the inventory system. Likewise, a way to mark each as good/bad/junk would be highly appreciated.
  2. I can confirm that I had the same issue (on a single-player game). Over the course of playing the galaxy map performance got significantly worse over time. The normal view still runs very smoothly (well over 30 fps), but the galaxy map stutters along at around 5-10 fps, with more strain if the camera is moved, especially in areas with lots of marked sectors. Moving the camera over totally unmarked areas on the opposite side of the galaxy seemed to have a slightly improved performance. I didn't have an fps counter running, so I can't give super-specific numbers, unfortunately. Logging out and logging back in did not seem to have a noticeable effect in my case. Didn't yet try a client restart. (Somewhat unrelated side note, when I re-logged into the game I couldn't see my blue jump radius on the galaxy map. After jumping once it reappeared).
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