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Ferigad

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  1. Well basicly the suggestion say all it needs to say. A better Interace for the strategic view, especially a better command interface to let your Captain Ships peform more things without directly command them and an upgraded AI for them. At the moment they are not able to use weapongroups accordingly for a given task and it seems they orient them for a range fight on the smallest gun. So if you got like 3 bolter with 5km and a SMG with 2, they will open fire only at 2 km and not 5 km. I would love to see improvements in that corner. But i guess it has not the higest priority atm. Still suggesting it, even if i think it´s allready planned somethin in that direction.
  2. Ammunition sounds a bit more like a mod thing, tbh. If you start with ammunition you would need go over to fuel, life support, etc...etc. I tottaly like a simulation feeling but i think it´s not what the game itself intended to be (a hardcore simulation). Why not just use the ways we got allready to determin the size/useage of turrets. Okay i agree the upgradeslots may not the best solution. But why not use the same like we use it on hyperdrive and more upgrade slots allready? A C&C block. Or more like a Firecontrol block. That block would become part of a ship and increase it´s turret slots. So basicly a firecontrol would be a operator room where all the gunners sitting, controlling and checking whats goin on. But i would also try to limit what kind of guns u use. As example you got a 1000 ton ship and put a 600 ton gun on it, like a big turret. Now you fire it. In that case i would not only give that size of a gun a big recoil but also damage the structure of a ship. If you just scale a gun way to big for your ship you will have to hurt yourself to fire it. I think that combination of a extra block for more turrets and a limiting factor that is calculated out of the size of your ship would be a good way to balance it out so you cannot build a giant glass cannon and smaller ship still got chances against bigger ones. And of course, the bigger, the slower. So it would be: Size = Recoilforce (needs energy/thruster to compensate) + Firingspeed + Extramass I think that way you could still get big guns but not overpowering your ship after all. A smaller ship could still carry more smaller guns/turrets and still use them propably. The Recoil of the big turrets would allready make it very hard to hit small ships with a bigger gun. Count in slower moving rate of a big ship + the out of balance mass that makes it hard for just fly in circles full speed and shooting and actually hit the target. On the other hand, a fixed mounted gun with that special no rotation block could make it easyer to handle a big gun by absorbing more of the recoil and reduce structurel stress but removes the turret capacity =)
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