Jump to content

Doc Savage NDMF

Members
  • Posts

    92
  • Joined

  • Last visited

Everything posted by Doc Savage NDMF

  1. I always upgrade because I don't use the turret builder. I find all the values of things relative for sales purposes, I go through it to get those couple of high end turrets I need. The rest is just cannon fodder... If it doesn't get used, why not upgrade it and see what I get..? If I get a pathetic purple, I can always sell it off and not for cheap. I can sell low level iron for 3k-4k, but it's drops in a 24 million credit bucket. Makes more sense to gamble on the RNG and take the few nice ones I get and then sell off the dross as bigger drops. System needs redoing for sure. I don't mind some RNG or variance, but I truly despise all RNG all the time. If I'm going to put in the effort, I should at the very least get something related to that effort instead of the mediocre RNG garbage because reasons. Time will tell... Cheers..!
  2. I do get a few good ones as well, especially towards the center. However, it doesn't make up for all the cannons and mining lasers I get from the other 99% of the ships. It's a double edged sword IMHO. On the one hand, you want to get what you're being shot at with. It makes complete sense. On the other hand, it would be quite possible to have extended periods of time where that's ALL you would get. Having random drops ensures the use of more varied weapons by the player and opens up some nice mixes and strategies you won't get if you happen to get AI with lasers for multiple sectors. What I'd like to see is the game reward me when I get within sight range of a turret and cut it off a ship. To me, that's within a range of 1.0, real up close and personal. Outside of that keep the RNG so you can't get stuck in any kind of laser turret loop. Best of both worlds that is, and something that should be programmable/feasible. Cheers..!
  3. Any docking feature would need an ON/OFF switch as half the players would not want to have to mess with it. I don't like the current system at all, it's way too easy. But that's just me... In thinking of the time to implement vs reward there are many other things that could be put in the game that would generate far more reward vs the immersion factor of playing pilot. Doesn't mean I don't want to see some form of realistic docking, I do. Clamped docking with proper alignment to the dock would be nice to have. I just think there's better stuff than this game play wise that could be done, and if it means I don't see it I'd be OK with that. Cheers..!
  4. I don't use Salvage yards. The whole timed license thing is huge turn off for me. I can make my own dead ship parking lot out any pirate sector whenever I want, and get the fun of actually making it so. Trading is good. Asteroids are OK. Selling turrets and extra resources and cards and whatever. Hang out and vaporize a few pirates for fun and profit. Take on a mission from any station that's asking. There are more than enough ways to make a buck, all of them viable. You can have a veritable fortune from Titanium, Iron if you want to work a few minutes at it. Maybe the game needs to trim the Government Cheese and make us go work for our money instead of handing out Asteroids and Salvage Yards so you have to do something besides abuse the two items you mention..? As always, YMMV. Cheers..!
  5. I like the fact I don't have to mess with all of this. I don't have a problem being in a world where all of my ore and turrets and such are found and then consigned and delivered to a base somewhere else. I don't have to know where that is as long as I have access. This game will have plenty of micro management as it is. (research, anyone..?) I'd rather use cargo space for other game play opportunities like life pods or scripted events instead of being bogged down with 52 clicks and "where'd I put my @#$% Trinium" anytime I want to do some ship building. YMMV. Cheers..!
  6. Auto fire and "spread" type weapons help as well against these. It's a love hate thing hanging out in the sticks for me. I do hate that they spin and twist and can be hard to hit, but I also love that they aren't one shot bricks and the fact you can handicap them by taking out thrusters or engines. That can be done rather easily actually... I'm on the border of Ogonite gathering to build my third capital ship and the packs are getting nice now. Had one with a bunch of these ganging up on me blasting away. Firing runs haven't been this much fun in quite awhile. Frustrating, yeah a bit. But oh, so very satisfying to come flying in, angle that nose up and strafe the thrusters, weapons and engines. Not much they can do then. What irks me is how easy they spin when hit. I mentioned it elsewhere, but things in this verse bounce and pop off of impacts a little too much. Makes it feel like everything is tiny with no Mass. Even if every equation was spot on, I'd like to see a little more initial ponderance to ships moving/spinning etc. My ship doesn't just fly off when I hit the throttle, it has to overcome Mass and Inertia and Laws of the Physical kind. I'd like to see more of that applied to the enemy ships and wrecks, which would help with that spinning a bit. You would get better shots up front for more spin once it started, a trade off I'd live with given how hard you can hit on a volley. From a game play perspective, I feel if anything there needs to be a few more like these added not have them removed. Only thing that has really challenged so far was the MAD ship, and that's only because I delayed building my big ship and had to kite it a bit not having near 1/2 the shields I would carry on my big ship. As for real, ugly or whatever... IMHO They aren't ugly nor unrealistic at all. They're rather smart, taking advantage of space and no wind resistance etc. IRL, not everything is a tank. Not every army uses the same weapons, concepts etc. I think it's naive to assume the universe shouldn't contain something because I think. Just because it's not how I would do it doesn't mean some other person/being/alien species wouldn't think it or use it. My job isn't to judge or condemn designs. No, my job is much simpler: Aim, shoot, boom. Sometimes twice... Cheers..!
  7. As long as those guns are used on the AI ships against me, not really. And that's the sticking point I have with all the extra numbers. Unfortunately, until I can laser off a specific gun and find out if the AI are getting nicer weapons or just a bunch of generic base models I can't tell if those big numbers are just player only. I do understand the reasoning of your complaint, but I also understand the happy of actually getting something worthwhile from the drops or research. Most times I'm getting generic filler, so that one OP 500 DPS Iron chain gun I get sees a ton of action... It should be noted I don't use the turret builder, it's way to easy to mash an OP turret together. That places a limit on the OP turrets I get. I don't use the lightning or Teslas, they look silly to me, so I can't comment on those. I agree that there is work needed to be done on this whole system. First and foremost is limiting the RNG factors. I want some control over what comes out at a Research Facility for starters. Secondly a need for AI to have some of these weapons to force the player to build a ship that can take damage and to use actual tactics when fighting. It's one thing to sacrifice a few turrets to build a tank, another to just tank everything and sit there and shoot with no fear of ever going down in a fight. However, I also don't want to get to a place where all the guns are the same or have very minor differences. There's something to having "treasured" finds and weapons. The game has them right now and I like that about it. Cheers..!
  8. I suppose that's one way to use that old OP ship in a backwater system. I can only imagine the cards and turrets that will pile up from something like this... Does the Guard Position work as a "fire if fired upon"..? Maybe that could be extended to Guard this sector..? I wouldn't mind seeing a "fired if fired upon" option now. Be nice if my AI Salvage ship would stop, drop and blow a hole through what ails them when the waves start rolling in so I don't have to stop the world every couple minutes and do it. Good find, those options will be needed. Cheers..!
  9. I think he's already made it to the galactic core rift, but is struggling to get the artifact you need from the travelling equipment merchant to actually get into the core. Ah... This I understand. That ship only shows up a handful of times for me, usually in the first system when I have a couple quarters in my pocket. Cheers..!
  10. Yes, I could see the whole Pirate angle as a thing. Don't know if I'd trust them as far I could electronically throw them, but in a pinch a Pirate would be better than an empty slot. Once ramming and boarding are introduced, what a dynamic wondering if those pirate hires will defend your ship... Or help the Pirate boarders take you down... The plot thickens... Cheers..!
  11. If you aren't swimming in cash before you hit Naonite you're doing it wrong. Heck, by Titanium money becomes irrelevant with the most minimum of trading. I think the crew numbers are a little high, but no where near OMG have a hemorrhage risk a stroke letting your blood pressure climb to blood curdling like cottage cheese levels. The cash to pay them is a pittance later on. I have two ships currently, at a 100K+ and my main ship at 150K+, and I aint going broke anytime soon. And I don't in any way, shape or form bother with over exploiting the trade system. I buy a few select items once in awhile, but 90% of anything I'm hauling is 13 5$ protein bars from a salvaged ship. You can make money hand over fist in trade. My current 18 million would be 1.8 billion if I bothered with it. I mean seriously, just grabbing the gold floating around all the salvage I do is enough to pay for most of my crew. This is too much drama over something that's a total non factor unless you try to go way too big way too fast. The crew system is fine the way it is TBH. I'd rather see life pods for all the ships I'm shooting to hell and back before any work on revamping something that works fine as is. Cheers..!
  12. It is infuriating to have a couple really adequate orange level turrets go in and produce one seriously mediocre purple waste product. It's also a truly joyous experience to put in three lousy chain guns and get a really high end never ever never ever ever never going to upgrade that puppy no sir no how no way blow the planets off their orbits one. I hate random personally. Especially in the game's "research" capacity. It makes no sense. I play turret bingo every time I shoot something. That's enough random for ten people. I don't think it's too much to ask that the game follow a couple simple rules when "upgrading" to help something in the whole armament world make some sense. Don't mind the special add-ons though. Makes each one just a little different, which is OK with me. Cheers..!
  13. I don't see how having to touch all my blocks to merge them would take less time than having to touch all my blocks to paint them. And about this having more than one color thing... Not really a time saver if everything is one giant cargo container. Even if you group like minded blocks together, you still have to touch and color every one, or build them the color as you go. This may help FPS, but it does nothing to help the current coloring issues. The only time savings options you currently have are build with the color selected or use the XML method. Hopefully the new and improved build mode coming later will help this. Like adding a little user palate so I don't have to keep digging through all the colors I'll never use trying to remember the one or two I actually want to grace the hull of my beautiful, beautiful flying brick of explosive mayhem and wonderment... Cheers..!
  14. Why..? Go find a battle. There are literally tons of equipment waiting for you to pick up out in the vastness of spaaaace.... Or just wait. Wait for Pirates to show up in a busy sector. One with ships from a faction patrolling. Any one will do. Pirates fight the forces in the sector. Pick out one ship. Or wait until one ship is left going down fast. Fire at that ship, make sure you hit it at least once. Profit. You'll get a reward for cash. Buzz around and pick up any drops that are floating around from any battle anywhere. No need to fight, just fly... Get to a faction war system and zip through the carnage. Hang out long enough in any sector and both Pirates and Aliens will spawn at the same time. You don't have to fight, but you can still pick up the turret drops. Do make sure to tag at least one Pirate for that reward though. As you get weapons, use the Pirates as target run practice before you head out on your own. Head towards the center as soon as you can. Seriously... Onward and Inward, ASAP. Better drops and higher Pirate helper rewards. I'm in my original system till I get a ship built an Alien spawn or two and then I never see it again. The guns you get in the beginning are usually enough to get going, it isn't long before you're popping cards and playing mix and match with more turrets than you'll ever use. Honestly, having cards and turrets is the least of my worries. Any turret ship/station I come across is a gravy boat. It's finding a Research Center to start churning them into potent potables that proves much more difficult for me... Cheers..!
  15. Ah... One piece of sanity restored. I got one CTD trying to pop the build menu right away, but otherwise this has been a pleasant experience. If we can make the tick box description a little less obscure it would help, as I would have done this right away. I always turn off cut scenes and music so this would have been done. Thank you sir..!
  16. Those force turrets are a mil plus at orange level... I level up everything as I don't use the turret manufacturers. Too easy to make instant mashed OP whatever you want. Much harder to keep slamming stuff together and work with whatever you get. As a result, I end up with a lot of not so good orange waiting to turn purple, and if it's not stellar purple it gets sold. I used to sell off anything 3 metals down from where I'm at, like all the iron. Then all the iron and titanium. But when you're sitting on tens of millions of credits it's not worth the time. Now I just turn it over until it's worth something playing turret lotto. Never fails I end up with some killer iron turret at some point that stays on the ship for a long while before being placed on the 2nd/3rd ships as I break into new metals. Otherwise, 3K for an iron turret is something I do only when I can't find a research station on this side of the galaxy and the game is having trouble chugging them all around. For me it's worthwhile to work the upgrade mill, both for fun and profit. YMMV... Cheers..!
  17. Agreed. IIRC it's random for any given piece, but I could be wrong. Can't place where I got that from, could be a leftover from Rebel Galaxy... As it is, mining turrets are like fleas and tick infestations. Good for leveling up chances for a couple solid ones and then selling... But so, so many. I find the Alien ships are the best for drops. Pirates are always a step or two down from where I am, Aliens tend to be at or just shy. Maybe just my luck or..? I just prefer the Ay's to R's... I also agree with and really wish you got what the ship was firing at you with. I get so close I can see the weapons on a ship, it's got 8 or 10 laser turrets in a color I like. It drops poor DPS cannons, a couple of chain guns and more mining turrets. If it's hitting me with chain guns I get some, otherwise I get a lot of stuff the enemy must be manufacturing as the ship is blowing up around them. Wish it would give you the same style when upgrading too. If I put 5 triple chain guns, I want a triple chain gun. Instead I get some paltry DPS single unit with average stats. I put yellow double lasers in and get a single pink one. Aye, the luck of the draw is not strong with this one... Cheers..!
  18. Are you referring to the "Space in loading screen" tick box..? I can try that...
  19. The crew peoples could be available once the stasis pods are delivered to a shipyard/repair dock in system. They would all get thawed and return to duty, so they technically would be available for hire, and they could/would/should get a small % bonus if you hire them because you brought them in/they owe you their lives/gratitude and all that. BUT... That is IF any of them are available. See, they're already under contract to someone else. So unless that contract stipulates it's null and void if you get blown up, they would much more likely just be placed on another ship. I know if I ran a shipping company I wouldn't have a clause that says anything remotely like "get blown up go free..!" I'd also think the crew members wouldn't want to be looking for a job just because a ship got shot out from under them, they'd want a guarantee to work after any incident, the company would want a fit for duty clause and see how complicated this gets in a very short time..?? For now, I'll just take the diversion of delivering the various types of stasis pods to somewhere and getting paid. If we ever get a true crew hiring system like the one I mention in the insurance thread maybe we can go through all the hiring hoops as they should appear on the sector lists. IF any of the crew members happen to be at the end of their contracts when they get exploded... Cheers..!
  20. Given what insurance costs, I don't think the ore/turret part is a bad idea. I haven't used it at all as I'm averse and allergic to getting myself blown up... We have replacement insurance today for cars, houses etc. I don't see why we can't have it for ships. No reason we can't have two types of policy paid yearly. One cheap that gives you a lump sum less a % a year for wear and tear and one that ferries you to the nearest ship builder where your new ship awaits built to the spec it was when it 'slpoded. Alternatively, you could make the player get there via the little ore pod, but boy that could get tedious/nasty if you're out in the middle of nowhere. The crew however is a different story. I think the way that it's handled currently isn't close to what would happen out in the depths of space. I would think it would go more like this: -An email sent to any and all stations in a sector "crew wanted". -Crew answers the or goes through a station agent and says sign me up. -Agent gets together a bunch of files, info, background; Service Records they're called. -Captain (you) get a list of names and records, make your decisions and send the agent any/all you want on your ship. -Crew boards a ferry and comes out to the ship. In that scenario, you can have the crew meet you at the dock and board your vessel without it going critical and destroying itself and stranding you 20 feet from a dock barely able to move because reasons... Crew record stuff doesn't have to be complicated. I'd be happy with a list and a rank %. Having insurance provide a base amount for "competent" crew should/could/would be a thing. Be nice to have the current bonus performance applying to all departments so if you spend extra to get the "good crew" you can. Cheers..!
  21. I shouldn't have to exit/enter build mode or exit/enter the game when doing the exit/enter build mode fails after the first or second time doing it. And certainly not every two or three block placements. I have time to spend debugging the game, but I don't like wasting it any more than the next guy/girl/alien thingy. If it is indeed lag, the cause needs to be found and fixed so it works properly. Same with all the other lag issues that come and go with each build step. It may just be me, but having what you have working properly makes it easier to know what is not working properly. As a tech, I always repaired the painfully obvious first. It made finding the small PITA problems much easier... I didn't have this issue until the graphics card change build, before that it lagged but I never had an invisible anything. Something changed, and not for the better. Cheers..!
  22. I like that... As long as he doesn't derp and try to fly through the middle of the battle. Would be just like a rescue/under attack from pirates mission at that point. Yes please. Cheers..!
  23. Isn't this in there already..? Though it pays cash value and you have to use a schematic to build your own replacement. How would this be different..? Cheers..!
×
×
  • Create New...