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Ohm is Futile

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Everything posted by Ohm is Futile

  1. What? G-Forces are multiples of the gravitational constant to eloquently display how you feel under certain amounts of acceleration(or what effects it may have on materials and strtuctures). Mass only factors in in relation to the amount of thrust you need to generate a certain amount of acceleration. A small ship will suffer the same as a large ship if it accelerates at a rate of 98m/s (roughly 10Gs) not to mention that there's no way one could walk in there, not to mention G-loc. This absolutely does not mean that a small ship could be any more nimble than a large one. Also, this would be absolutely serve no purpose in making the game any more fun, except limiting ships in terms of acceleration, which, in fact, would penalize small ships more than large ones since mobility is the only potentially balancing factor compared to a larger pool of HP a larger ship naturally has. TL;DR: no.
  2. Yeah, I quickly found out about crafted turrets since I came across a turret factory really early in my game. That said, they do need balancing. Crafting is not great early on though, and since it does need balancing, I don't feel my suggestion is made irrelevant either. It's just a new feature that gives players a bit more control over their loadouts while still keeping the system largely RNG/loot related. It's also a more predictable alternative to tossing stuff in the research station thing. Anyways, yeah, I'll definitely keep playing and see what I find out as the game progresses. Other thoughts on this suggestion?
  3. I see your point, quite valid actually. The thought behind this suggestion is to offer options that are less reliant on procedurally generated equipment, at a cost and within reasonable limits, although I will admit I haven't gotten quite that far into the game. Still, I'd like having options that do not entirely rely on RNG to outfit my ships without turning the game's current mechanics upside-down completely.
  4. Agreed, fleshing out an idea is a double-edged sword, it can both help an idea gain popularity or cause it to get disregarded even if the core idea is good. Which is why I go the extra mile and try to explain both the core idea and give an example and openly state what kinda variables I see playing into whatever idea I may have. That then results in long posts which may get disregarded based on length... which then further discourages suggestions when you consider the sheer amount of them. I do hope there's staff dedicated to this section, since I think this is such a great game with huge potential and I'd love to pitch in despite being relatively poorly educated in game development.
  5. They basically work by pooling the HP of every block within their reach and preventing any of those blocks from breaking until that pool of HP is depleted. I also find that they can cover a fair amount of your ship for relatively low power. I find it hard to imagine anything bad coming out from using them, but I can certainly picture something bad happening from not using them, such as what the person above described. The only thing that sometimes bugs me is placing them in both aesthetically pleasing and functional designs because its not always crystal clear what their coverage is and how they deal with incomplete but overlapping coverage and so on.
  6. I feel you're missing the core of the issue being that the stats screen does not show the engine's potential, only what it will do right now, with your current crew, which is an issue. Also, yeah, heavier material, I get your point, but the greater the percentage of your ship is dedicated to engines, the faster it should go, regardless of material. Sure iron is heavier and less efficient, but if I stick an engine to a block, and then I try on a bigger engine without changing anything else, anyone would expect that to go faster and, currently, the info panel does not reflect that since it accounts for an increased need for engineers, which is misleading.
  7. Ah, I went back a few pages looking at titles. I'm honestly kinda discouraged by the sheer number of suggestions that seem to be posted here, but I thought I would post about it since I didn't see anything that hinted of being similar to my idea. I'll give your post a look! EDIT: Looked at it, looked at your signature, thought of like minds and all that. I feel as though my suggestion is a bit more fleshed out, though. Also not sure about why there's a guy talking about differences in turret placement? From what I can tell, you didn't suggest specifically that this would be a block "on which" turrets would appear. In fact, in a way, you might as well have suggested the same thing I did. The only difference is that I specify that it is basically a ghost image of a turret and not really a block the way the rotation lock block works.
  8. Ok, so a lot of ideas here, please bear with me. Tweaking systems/turrets: I think it would be interesting if, for example, equipment docks and research station(in the case of systems) or equipment docks and turret factories(for turrets) allowed to tweak their stats. Systems: click on the system, using a slider or maybe a dropdown menu, one could apply either a -50%, base stats, +50% or +100% modifier to a system's stats. This would increase or decrease the drawbacks of systems as well and obviously wouldn't work with pure upgrades such as generator upgrades. However, I could decide to make my +4 jump range 3GW system into a +2 jump range 1.5GW module, at least temporarily. This could be called overclocking and be done anywhere, maybe? I could also go the other way and, make my +2 unarmed turret mod 0,5 GW into a +3 for 0,75GW or +4 for 1GW. Better quality systems would come mostly in the form of systems with a better ratio of drawbacks to bonuses. This idea may also be limited to plus or minus 50%, for balance reasons. Turrets: A similar idea may be implemented for turrets. Example, you could have sliders for fire rate vs damage that you could adjust. The turret would keep the same DPS, but you could tweak those stats proportionally by, let's say plus or minus 50% again. One thing that may be offered as a service at a station may be the addition or removal of certain properties such as independent targeting, burst fire and such, with all the consequences that those modifiers normally carry. For mining and salvaging lasers, I would absolutely love it if we could tweak damage vs efficiency. For instance, when I feel a new resource is scarce and I don't want to get closer to the center of the galaxy, I could tweak my turrets to effectively mine slower (less damage) but more efficiently. I could do the opposite when I feel at ease in a system filled with new resources where I can't be bothered to try and get the most out of each asteroid and, instead, choose to increase the mining speed. Upgrading turrets/systems: Ever moved up a tier in materials, only to notice that your previous equipment doesn't scale well? Here is my suggestion for a bit of an alternative. I feel this suits turrets a lot more than systems, since systems don't rely on materials as much. So I'm only going to give turrets as an example. Also, for balance reasons, this should probably be limited to stations services offered by equipment docks and turret factories, as I mentioned earlier. How would I suggest upgrading turrets? Well, one would dock with a station, put the turret in a slot and pay a price in credits and materials to upgrade their turrets. Again, for balance reasons, one may want to limit the number of upgrades a specific turret may receive to one. The turret would move up to the next tier of material and receive a slight buff to its basic stats (5 to 10%, randomly?). The cost would be determined by a formula similar to this: credit cost = tech level*rarity[example: 1.0 for common, 1.25 for uncommon, 2.0 for blue, 3.0 for yellows and 5.0 for legendary?] * 1000 material cost = credit cost * 0,05 of the target material. Example: upgrading a Blue quality Naonite Mining Laser of tech level 20 to a Blue quality Trinium Mining Laser of the same tech level would cost 40,000 credits and 2,000 Trinium. This turret would be able to mine the next tier of materials and also receive a randomized bonus of 5 to 10% to its base stats. Thoughts, comments, approval?
  9. So we have a turret rotation lock block, ship blueprints, and so on, but I feel we lack something that would make swapping turrets so much easier. I suggest thee the Turret Slot block! Available as a pre-fab block for each size factor (associated to tech level, iirc), these could be placed on your ship and not do anything to it physically, beyond showing something similar to a holographic block and preventing placing other blocks that would otherwise make the placement of a turret invalid. All of this would be available in the standard ship building screen. Placing such a block, beyond "reserving" the spot for a turret, would create an empty slot in the ship's UI where you assign numbers to turrets. This slot should show the maximum turret size in its tooltip as well as the supporting block's material. The menu should now show your turrets' inventory and allow for simple drag and dropping of turrets into these slots, placing the turret there (or removing it!) without having to go through build mode. Furthermore, it may be of interest to integrate a short string field when placing these blocks where players may write a few words to describe the position of the slot. This information would also appear in the tooltip when mousing over a slot in the UI. Alternatively, it may be interesting to allow players to color those blocks and have the slot display its color in the UI as the background for that slot. This would allow for schematics to save turret emplacements and allow for easy and convenient swapping of turrets. The number of blocks that can be placed should not be tied to your ship's maximum capacity, only the actual act of placing turrets in them should be restricted by your ship's limit. This avoids issues with swapping modules or building that ship from a blueprint and losing most of the turret emplacements. All of this saves a lot of time and messing around trying to select turrets and shifting them around as well as making life a lot easier when you want to upgrade turrets or whatever. Thoughts, comments, approval?
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