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nasabot

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Everything posted by nasabot

  1. Its funny, because today I saw a YT video where the guy stated that he explicitly did the math and was sure that spending 5 is the best. But now I did the math myself and its true: 3>4>5 My approach: 5: You spend 5x 0,2 in order to get 1 (1 x 1 + 0 * 0,2) /5 = 0,2 0,2 => 0,2 4: You get (0,8 x 1 + 0,2 * 0,2) /4 = 0,21 0,2 => 0,21 3: You get (0,6 x 1 + 0,4 * 0,2) /3 = 0,227 0,2 => 0,227 Therefor you have 13%(0,227/0,2) more output if you use 3 instead 5.
  2. I agree with most ideas you wrote in your 3 posts, but there are some, I do not like. For instance the DPS tooltip. 1, DPS is not everything 2, tooltips should be easily readable, and if there are stated tons of numbers, it becomes tedious Better, the player has to decide by intuition and the min maxer and theoryrafter can still do some math (as Id do). You have to know somthing about dps: Damage x Attackspeed != Double Damage X Half Attackspeed About the whole turret situation: Bigger turrets might be a solution. If there were turrets of double the size(but also using 2 slots) inventory management can be reduced. Other options to reduces "turret cluttering" by design is to introduce moduls which increase damage of certain types(and therefore reduce the number of turrets indirectly) Why use 50 turrets, if you can also use 45 turrets and +20% damage?
  3. I agree. Nothing more to say. For mining and salvaging the autoturret makes sense, but in combat? No.
  4. Maybe the idea would improve the game but you miss the real problem: Its the ability to change modules everytime and everywhere. (so basically a mining ship has the same ability as a scout and can jump all over the map). If the game needs a balance fix in this direction the better solution would be to make modules (and turrets?) only build- and switchable in a shipyard. a fixed setup of moduls encourages the player to build more and dedicated ships. And if you now argue with the problem of additional annoyances which might occur: Yes, they might be there, but they should and can be solved by design. For instance it could be made possible that ships without a player and a captain can still get a move order(automated warping) over the map(even with sectors "sleeping"), which might take some time, but would limited the problem of jumping back and forth just to change ship.
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