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Falkenherz

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Posts posted by Falkenherz

  1. It´s kind of a funny moment. There I build my newest and shiniest Janus Class Corvette, all expensive Trinium. Enemies in the Trinium region just melt when this ship turns its turrets at it. Then I venture boldly where no one has gone before, and the next moment the same ship is just but a peashooter.  ;D

  2. We urgently need to be able to sort out the turrents by type, in a separate window from the blocks. Also, I need to see the turrent stats when I middle-mouse-click them on my ship in the builder. As it is, updating the turrents is a major pain.

  3. Not sure what I am doing wrong, or is it the game design. I am currently exploring systems close to the border to the inner galaxy. Ships there are Xanion-level. When now pirates or a faction fleet warps is, the ensuing combat can litterally last hours, because all ship´s hitpoints seem to go in the millions. It all seemed well up until the Trinium-level systems. But Xanion really gets boring very quickly. I have Xanion-level weapons, but they don´t hasten combat too much (tech level 37).

  4. I feel like being the impending doom for any civilisation I choose to live in... Sectors degrade over time because stations get over time whittled away by enemy ships. That´s why I started the habit of choosing one or two "doomed" alliances where I stay longer in sectors, e.g. to build ships, and other alliances, where I hop through as quickly as possible and just do fast trading.

     

    It would be really cool if the stations could repair themselves, and I mean not just docks.

     

    Also, wreckages pile up over time; I guess there is a maximum threshold until they get removed?

  5. Did I overlook a thread about this? Normally this is one of the first things to pop up in any decent space game. :D

     

    I am now "Trinium-level" and have shield-based ships, to the point where I wonder why an armored ship would make sense. Shield ships are light and fast, they regenerate fast, and in my encounters so far I have not found any weakness.

  6. The "Friend" got shot down by a dozen Xsosan ships, nothing I could do. Mission failed. Any chance to start it again? I already have received that module to destroy the hyperdrive, so at least I do not need to scour the galaxy for those damn materials anymore. I hope...

  7. It is weird; im the chat the traders say "Thank you we have a reward for you", but the mission does not log as completed, neither do I know what and where that reward is.

  8. Did anyone ever finish such a mission? Either it is a setup or I help others out destroying pirates. But I never get a "mission accomplished" message. Am I doing sth wrong?

  9. A lucky wormhole propelled me quickly into titanium sectors. There was a research station, and I figured out that you put three identical modules to receive one of higher tier. However, there is also an input field with two slots. What are they for? Anything else I should know about the research station?

     

    EDit: Ah, this is what I found in another thread here:

     

    "Try to put only turrets of the same type in there. That give you a turret of the same type as output. Also the amount of input matters for the output. Input 3 turrets and there is an 60% chance to get a higher rarity one, 80% for 4 turrets as input and 100% if you input 5 turrets. That should be the probabilities, if I remember correctly. I don't know about the properties of the output turrets or their stats. Those could be randomly generated like normal turret drops."

  10. Thanks for your quick input! Could you pls give some more pointers:

     

    Guns: is 2 armed 2 civil the basic setup, or does it vary depending on ship volume and setup? I know you can expand later via slots.

     

    Ship hitpoints is volume times the material´s factor? Do armor blocks add hitpoints factor or have they a different mechanic? E.g. armor blocks as outer shell, softer ones inside? I noted there is different armor versus inetic and electric attacks.

     

    Connected to this is my question about the stuctural integrity generator: Removes the need to place armor or big blocks, you just to need to make sure to have overall high hp volume? But kinetic and electric armor still does count somehow? Do generators fail at a certain point or are they for the full range of hp online?

     

    Keep it coming, this game has promise! I love the game´s complexity, arising from simple mechanics, elaborately woven together. And this game actually merges different genres in an innovative way, not just more fancy graphics or more complex of the same mechanics, like some others out there...

     

    Here two wishful thinkings of mine:

     

    If I would currently wish for one thing, it was an automatic smooth shape coating of my ship blocks. Placing all those slopey blocks and cornerblocks is a bit tedious, but then, I am not very pracised yet. Besides, those "design" blocks take away mass and efficiency. I wish they would count as part of the "useful"/"function" block they are attached to.

     

    For the far future, I would love to have planetary landings, even if it was only on airless planets. Hey, I can dream! :D

  11. Thanks, so it was basically just a crash of the game. Good to know that I can run the game independent from the internet.

     

    I had inconsistent number of turret slots, without modules. Sometimes 2-2, sometimes 2-1. It seems to be the function of size?

     

    In the crew tab, you see how many crew of each function are assigned. When you click "dismiss", they seem to be gone from the ship and not only unassigned? The demo still had a bar which then showed them as "unassigned" crew members, from where you could re-distribute them. I like that better, even though the crew in the demo was not specialised yet.

     

     

    What I am very much missing is data on the materials and blocks: How much mass does each type have? How sturdy is it? Or should I just strive for higher tier materials and be done with it?

     

  12. Had a server crash yesterday and could not play for about 15 minutes. With the crash, my spacecraft disappeared and I was cash-stranded.

    Why does the game need to connect to a server when I just play in a single player galaxy? It´s the same annoying habit which Elite: Dangerous has.

     

    When building spacecraft, sometimes the blocks would not fit "on-grid" but allocate a bit displaced, into another block. Is this a know issue?

     

    I´d like to do more of those "flip to brake" maneuvers, but doing it precice enough is very hard. This is because the engine always tries to slow down when not pressing "w", causing an imperfect flip. Can we have a maneuver where the ship just flips without trying to slow down during the flip? In Elite: Dangerous we have the option to have "flight-assist-off".

     

    During combat, I have a hard time seing whether I am hit, and by what. Also, a kind of proximity alert for hostile ships would be cool. I hate being shot down while in construction mode.

     

    Crew lifeboats would go a long way for a beginner. Having to collect crew each time again from different stations is tedious.

     

    Salvaging seems to not work right now? When I work on a wreck with a mining laser, neither does the ore count increase nor does special equipment appear.

     

    It is not very clear when and how many turret slots your ship gains. Also, a display for energy usage in the slotting menu would be cool. I killed my crew while tinkering around with different slots because I did not see that I was overtaxing my energy grid.

     

    The crew tab does not show how many crew I have on board. The demo had a better menu tab, imo. Same with the station menus; I found the one from the demo better and less tedious.

     

    Keep up the fantastic work!

     

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