Jump to content

cy414

Members
  • Posts

    222
  • Joined

  • Last visited

  • Days Won

    9

Posts posted by cy414

  1. I mean a fighter build out the highest tier minerals, bsp. avorion xanion etc.

    With that you need the minerals to repoduce the fighter.

    The idear to have diffrent hulls like, small fighter, normal fighter and heavy fighter, with diffrent atribute bonus and malus would be a idear to.

    SMall fighter 100 hp space 3,bonus 15% faster movment and bonus to maneuvering.

    Normal fighter 150 hp space 6 no bonus

    heavy fighter 200hp, space 8 -15 % movent and maneuver malus...

    With the hull the size of the used docking space goes up and how many you can storage, same think with engines.

     

    THe fighters should be bigger than a little drone.

    making construction time exponentially longer and more expensive with material tier would solve that. since such a player could be beaten by attrition.

  2. i just assume inertial dampers. especially in dealing with space ships.

     

    though i do wish those 500m long twig ships would spin apart rather than just spinning endlessly.

     

    maybe a system where extreme changes in acceleration require a powered 'inertial stabiliser' block to avoid damage, so that both can be solved.

  3. 1- true.also the ability to rotate it without having to go into build mode & zoom out.

    2- this also, if we had an ability to set a destination which game us waypoints it would be nice.

    i suspect there is going to be a menu system implemented for selecting targets in systems. since its pretty obvious cycling everything in a crowded system isnt ideal.

     

    3- technically already exists in the form of warp inhibitors. but(as has already been said) the ai needs better ships and behaviour. ie, the ability and understanding to chase player ships with its jump inhibitors.

  4. --ego & hyperbole--

    except others in this thread have supported it, and have already said this is a system that ALREADY works. just badly.

    getting something that already works badly to work well is far from unreasonable. its an integral part of open beta/early access testing.

     

    this isnt like putting a grenade on a puzzle expecting all teh damage to be absorbed by one piece.

    its like shooting a bus with a tank and taking it as normal if the round goes right through inflicting only 2 holes, instead of blowing up the entire thing.

     

    the issue of shields being op past mid-game is a separate issue from this.

     

    and frankly, if you are the sort of person to tune someone out for not agreeing with you on each point, and viewing every exchange as a fight. that is a problem entirely down to you and your safe space.

  5. This suggestion is nonsense.

     

    Intergrity fields has the same effect on all affected blocks - the size of IFG block only determines the area of application. All affected blocks have their individual HP increased by 10x, nothing more. There's no grouping mechanics involved, and suggestion will change nothing, except for adding the useless function.

     

    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.

    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.

  6. thanks for the replies. thought about using that, but didnt understand how to make it work on all spawns, not just pirates.

    since it was really the xsotan more than the pirates that bothered me. having this enemy be so weak just seemed odd when i found out what they where supposed to be.

     

    i set the difficulty to 3 now for insane anyway. would there be issues if i set it to 4+?

  7. any chance of getting a mod that will increase the number and/or size of enemy ships when they spawn based on the omicron rating?

    it just seems like an easy way to cheese through the game at the moment is to build a big brick covered in guns and just stomp enemies with brute force.

    so i was hoping there would be a way to get enemies to spawn, that feasibly would be sent against my ship(s).

    especially where the xotan are concerned. the lore of the game hypes them up as some uber enemy, when my initial impression of them was "that faction gives better drops".

     

    hopefully with an added bonus being, loot drop quality/rate goes down proportionately to the boost above normal of the enemy ships. a sort of built in "shouldnt you pick on someone your own size?" system.

  8. I've been involved in betas all the way back to WoW... I see the passion in the ideas, but people get burned out fighting a lost cause that they chase with religious fever... don't be that guy. ;)

    waayy to casual and impulsive for that.

    il keep the idea under my hat & see about getting a mod that can do this once these directional thrusters you speak of are added.

  9.  

    basically.

    by having the blocks in that field only draw hp from that one integrity... "module" hp total, rather than teh whole ship it would avoid situations where our whole ship blows up because a wing tip clipped an asteroid.

     

    as much as it might blow that whole section, still easier to deal with than blowing the whole ship & crew.

     

    That still doesn't work... or more specifically, it does not solve the problem.

     

    What you are suggesting (and I am HEAVILY oversimplifying here) would allow a ship with 500 HP to equip 5 Fields and assign 100 HP to each, and then mitigate four different Railgun shots that do 900 damage each... and still fly away.  And I reiterate, once you get into a larger ship, individually assigning each block to different fields is going to become a nightmare... Almost a week ago I suggested THIS as a solution to a different problem, but it could easily be adjusted to include managing "small" level asteroid impacts.

    i can see why you are concerned about damage vs hp in that scenario, but honestly, doing 50k damage to a 500hp ship, only to have it limp away missing a massive chunk doesnt bother me. if that blow was glancing, so be it.

     

    also, this wouldnt be doing the 500 hp damage from the whole ship, the fields themselves would be where the hp was drawn from. so in your scenario, 900 potential damage to that one module, would be that module destroyed.

  10. wouldnt an advert video contest be more constructive at this point?

    staging reenactments of battles from sci-fi franchises for example?

     

    -hava a video start with the loading screen before loading up into the battle over the replicator homeworld with star gate ships.

     

    -replica millenium falcon flying through space, dodging asteroids, then panning out to see an annihilator star destroyer chasing it. only for the ISD to get slammed by an IoM cruiser.

     

    a bunch of star trek fed/klink/rom ships fly into battle only to get ganked by a sylon basestar group.

     

    the game has vast potential for sci-fi crossover battle rp even if people would cry about power scaling. highlighting that could be a way of bringing in some of the most driven fanbases the internet has to offer.

  11. That doesn't make sense... if you take 5k damage from an impact with an object... enough to overwhelm the combined HP of your ship, how would re-coding the way blocks are tethered to technology change that? Are you suggesting that ALL 5k of that damage be absorbed by just a single set of blocks instead of the rest of the ship? Damage transfers... it does damage and kills a section then moves to the next section... until all the damage is assigned.

    basically.

    by having the blocks in that field only draw hp from that one integrity... "module" hp total, rather than teh whole ship it would avoid situations where our whole ship blows up because a wing tip clipped an asteroid.

     

    as much as it might blow that whole section, still easier to deal with than blowing the whole ship & crew.

  12. That makes even less sense.  It's not too hard to tell if a thruster has a clear line of sight to the outside of the ships.  As such this mode would be extra work for a pointless feature.

    in other words, you dont want it, so nobody will.

     

    At this point in time, any work that is done on the game will be a universal application. Functionality, Balance, Replay-ability, and Story.

     

    HOWEVER, since this game is so open to Mods... you MAY find a Modder that would be willing to invest time into a project like this... You just need to get them excited about the number of users this would interest.

    this would very much come under replay-ability though. an extra element to challenge players ship designing skills.

    but i get your point about mods though.

  13. As I understand it, the way the integrity field works is by effectively doubling the HP of the block it is protecting. It's already -not- an "all or nothing" situation.

    pretty much, but the hp is still drawn from the whole ships hp, and fields overlap to form single large fields which is why we get people suffering insta death from clipping an asteroid.

    what im asking for is the ability to section off this effect so it'd be contained in the area of that particular field.

  14. Nope.  I like being able to cover thrusters with glow blocks so they look different.  Also replica ships require you to keep the thrusters covered to look accurate.  This change would complicate things and anger a large part of the community.

    congratulations for not bothering to read.

    i suggested it AS A MODE. to give players THE OPTION of it.

  15. or maybe, engineer mode?

    in this more, the standard thruster blocks would be replaced by a single directional thruster block. and the exhaust from both these and engines would cause damage to everything they touch except armour.

     

    furthermore, to produce thrust they would need to be exposed to space instead of being enclosed.

     

    with this mode selection, it would allow players the choice between just design how a ship looks outside, and being able to design more practical layouts.

  16. for larger ships, could we get fighter minifactories?

     

    these would be sub-blocks we buy like turrets, have their own size, and have to be placed inside a hanger block. and would replace/build fighters and other drones lost in battle at a set rate.

     

    these would produce drones based on the type of minifactory purchased.

    fighters, interceptors, gunships, salvagers, miners, transports, boarding/drop pods.

     

    the balance to these being, they would be more expensive than station bought verities(like in space repair vs station repair), but provide the convenience of not having to go find a station with stocks of fighters. possibly having higher tier fighters require components from cargo.

  17. since its kind of silly/cheesy to stack pancakes of solar panels on top of each other, inside a ship. especially in interstellar space away from a sun.

    would it be possible to replace them with a "bussard array"?

     

    im picturing something like a star wars solar sailer, or the 'wings' on a vorlon ship**. that can be folded away in a similar way to how we activate/deactivate turret groups, and provides power based on surface ares exposed to space.

     

     

    **http://vignette4.wikia.nocookie.net/starwars/images/6/60/Solar_Sailer_Coruscant.jpg/revision/latest?cb=20060527223214

    **https://www.highwaterlabs.com/img/vorlon.jpg

     

×
×
  • Create New...