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Scoob

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Everything posted by Scoob

  1. This is encouraging...I would arm my Mining / Salvage ships but at this early stage in the game they'll still suck. So, running - albeit manually ordered - is my only viable option currently. The game is fairly solid with fun content as it stands, but I really think these sort of things should have had some love by now. It's just so frustrating when one of your ships just wanders into danger totally oblivious! lol. Scoob.
  2. Hmm, another issue that still persists from the last time I played... If I ask my Salvage ship to follow me or move to a position, it flies at it's full possible speed - around 120, it's very basic. However, if I order it to "Salvage" it will only fly at a little over 30 when heading to another wreck site. This means more micro-management to explicitly order my ship to fly to a location - it'll then use it's full speed - rather than just order it to salvage - where it goes at around 25% of its speed. Scoob.
  3. Yeah, just saw that in action myself. I've moved to a new sector and there have already been two Pirate and one Alien raid. Local forces, with some help from me, fought off the first lot of Pirates and the Aliens, however the second Pirate raid has proved devastating to the sectors forces - I can't face five pirates alone. It was when this second wave arrived - right on top of me, which is cheeky - I had to manually retreat my salvage ship. Re: AI controlled ships with Mining/Salvage beams and weapons, it used to be that the ship would fire its weapons when attempting to mine/salvage - like it could not distinguish between classes, so always used everything. I'd hoped this had been addressed - I last played quite a while ago - but it seems not. As having a fleet has the potential to be so very cool, these mechanics really need to be sorted as a priority in my view. I need my ships to be able to flee and/or attack autonomously based on parameters I set. I'm currently playing the waiting game again, hoping more friendlies spawn to sort out these pirates...I might take another pop at them myself, but with no local forces currently, I will be their primary target....I've not even got shields yet! Scoob.
  4. Shame we can't order ships to jump, or go through a gate, ahead of us really. I think things like this need to be fixed of course, and remote orders will really take the game to another level - especially if said remote sectors can remain "active" albeit at a low attention state to conserve PC resources. I would like, one day, to have fleets patrolling my Sectors and be able to view what's going on. I do hope the game can scale up to this over time. Scoob.
  5. One of the issues I had with fleets was their follow mechanic bugging out when I flew to a new sector with them set to follow. I'd ensure they all were able to jump the distance I set etc. yet, even with a small fleet of just three mining ships following me (early game) one would regularly fail to follow me (or it's leader, if said leader was the one following me) and often more than one. This lead to lots of back-tracking which was frustrating. Admittedly, this was a while ago in a slightly older game version, so I wonder if following works more reliably yet? Also, I'm assuming that I still cannot issue remote orders to have a ship follow me after I've already left a sector. That feature alone - remote orders - would be a game-changer. One final thing, how good are unarmed ships - so, those set to mine / salvage - at avoiding trouble? Do they still just sit there allowing themselves to be destroyed, or do they know to flee hostiles now? Having to micro-manage the behaviour of a ship in these instances seemed a bit too much, it'd be far better if we could set "stances" so to speak so they'd auto-flee if a hostile got within a given distance for example. Scoob.
  6. I've not even looked at modding yet, so a totally vanilla game. It's interesting as I kept playing, trying to dash in an salvage what I could, and some of the Pirate ships (all red and identified when tapping the closest hostile button) ignored me. However they did happily shoot at other ships. These were the ones that arrived earliest. Eventually, forces from the local faction spawned and took down the pirates - some alien on pirate combat helped thin out the hostiles. So, this was good for me eventually, with lots of wrecks to salvage, but it also meant a lot of time waiting around as I was in no way capable of a combat engagement at this early point. Also, I'd have liked to have had a few mining and possibly salvage ships working for me, but I don't think they'd have lasted two minutes. How is the AI of player-owned ships these days, are they smart enough to flee if they're unarmed? Scoob.
  7. Hey all, So, I just started a fresh game, have done the usual drone mining, basic ship etc. the usual. I've then progressed onto salvaging ships left over from a very early-game Pirate raid, so, not a bad start. However, since that first Pirate raid I've had several more as well as a couple of Alien incursions too. The current state of the sector is about twelve Pirate ships and four alien ships (from two separate incursions) all creating utter havoc in my starting area. There are a few juicy wrecks to salvage, but I cannot get close to most of them, which is frustrating. Plus, quite often, I'd say 50% of the time, the Pirates and Aliens appear to spawn in very close to me. Currently, I cannot even get to the Shipyard as it's under siege lol. Now, I know I could just leave the area, but that's not really the point. I have played the game before, quite a while ago now, but this is quite a brutal start for me re-learning the game and it must be worse for those just starting. So, is this sort of invasion - there's no other word for it - quite normal these days? I remember my first couple of hours in earlier versions being fairly relaxed, whereas this one has thrown me into combat - or rather avoiding it - before I leave the starting area. Not complaining, just not quite what I expected :) Scoob.
  8. Urgh, just noticed the typo in the thread title lol. I'm going to start a new game in a bit and be a little less ambitious with my initial design & protect the starter block. I expect I can delete the starter block in build mode, but if it's destroyed that's it for that ship. Scoob.
  9. Thanks for the reply - I suspected as much! I think it would be nice to be able to recover a ship that's intact bar one block, not sure if it's a plan for the future or not. That said, I'll likely just start again as I've not played for ages and am basically re-learning things. I do have a long-term save from ages ago, but didn't know what oddities I might experience continuing such an old save. For now, ship building 101 would suggest I enclose that starter block to protect it. Lesson learnt....again lol. Scoob.
  10. Hey all, I did a quick search on this subject (Google) but it was returning quite old information, so I'll ask again for hopefully some responses for the current version. Basically, not quite an hour in, I'd created a nice mother ship over-spec'd for future expansion. I was quite pleased with it. However, during a mining operation I must have nudged the asteroid and my ship was destroyed. I say "destroyed" but it was just the front block - the starter block, if that's the right word - that was destroyed. I think I fell foul of going into a menu, exiting then having my ship rotate quickly to align to the mouse, it then whacked the asteroid and was dead. So, I'm in the Drone thing - basically what I started with - looking at my 99% intact ship, which is quite literally just missing one block. Can I salvage this from the Drone? Cheers, Scoob.
  11. Yes, really need to be careful of this! While testing in the Beta branch my heavily shielded, but still 99% Titanium, ship lightly clipped an asteroid while travelling at speed. This damaged the hull while the shields were untouched. Somewhat amusingly, this was the Beta after all, physics then went totally crazy causing my large ship to spin at several hundred rpm while veering off in a random direction....right into another asteroid at a speed far greater than I was originally travelling. Shields didn't help then either lol. Scoob.
  12. Hi, Yes, that's what I've done, all ships are my own - albeit very basic - design, and perform well when flown manually or simply ordered to move to a position etc. The developer did confirm that there's an issue with slow movement - and navigation in general - that's being looked at. So, things should improve over time. Scoob.
  13. I'm fairly new to the game, but to me at least it seems logical that AI work would be an on-going thing. There's a lot of content currently, but a smarter AI, with more sophisticated commands for our ships etc. would help us immerse ourselves better. Not sure if the devs have published any sort of road map, they must have internal plans after all, it'd just be good to see a list of intended features and maybe let the community prioritise them via a pole. Scoob.
  14. Another thing I find a wee bit frustrating is that all targetting appear to ignore LoS. I almost killed one of my Salvagers this evening when it wandered into the path of the automated Salvage turret on my main ship. AI just needs some refinement is all :) Scoob.
  15. Hi, There do seem to be quite a few...oddities from time to time. Ranging from odd AI behaviour as you observed, through things like automated turrets sometimes working and sometimes not - which is also down to AI I assume. I think this game needs an AI pass to address some of this inconsistent behaviour. Scoob.
  16. Edit: Pardon me, top speed is 106ms, acceleration is 76ms. Travelling speed when assign a job remains 32ms however :) Scoob.
  17. Hey all, New to the game and just bought it today after playing an older version for a few hours at a friends a few days ago. Anyway, I just started a new 12.4 Game - I'm aware it's Beta - and have built several ships under AI Control. Two of these are for mining and one for salvage. Each has a Captain, an Engineer and two Miners, with a couple of spare Crew slots for good measure. They work pretty well, giving me a steady income while I potter around. My issue is that each of these craft have a max reported speed of about 76ms, slow, but fine for my needs. They'll do this speed just fine if ordered to move to a position or guard me, travelling at the full 76ms. However, when given a Job, i.e. Mining or Salvaging, they only fly at a fraction of this speed when moving between location automatically. So, my issue is that, while working, my ships travel at a rather slow 32ms instead of their rated 76, yet travel at the full 76 when following me. Note: Crew levels are fine, power levels are hugely over what's needed. Plus I've tried adding more engines to no avail. These craft are about as basic as they can be, in essence the most basic "starter" ship from the Shipyard, with various thrusters and a single Mining / Salvage Turret added. Any advice welcome :) Scoob.
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