Jump to content

Tajin

Members
  • Posts

    25
  • Joined

  • Last visited

Posts posted by Tajin

  1. Hull blocks have no purpose ?  :o

    They're what keeps your ship together. How is that not important?

     

    Anyhow, I wouldn't say that any of the modules are really useless. It mostly depends on the situation – modules can give you great flexibility there.

     

     

    If shipbuilding and modifications in the field get a bit more limited/costly (which I really hope for), then that flexiblity will become even more useful.

    While I also wouldn't normally use cargo-modules, they can certainly be handy if you have to quickly expand your cargo capacity without modifying the ship.

     

     

    In my eyes the modules have a similar role as energy-redistribution has in some other games.

     

     

     

    I do agree though that some special blocks for turrets could be useful. Maybe not to modify the number of turrets but there could also be blocks that modify the turrets placed on them in some way. (like making them bigger)

  2. moving seems a no brainer???

     

    ...

     

    Please someone tell me how I am getting this wrong, I want to be wrong about this.... :(

     

    You are right, for the most part.

    Moving closer to the core in an underpowered ship is a bit risky (and also takes longer due to lack of jump-range). If you get killed on the way, you're back to where you started.

     

     

    I'm also not too happy with the magical resource transferation. I'd normally consider transportation to be an important part of the whole mining process.

  3. Yea, block durability for special components is pathetic. It explains how Kane Hart Got ?Naonite? So easily from those wrecks in one of his videos. I think.

     

    Yup. I always go only for special blocks when I have a lot of wrecks available for salvaging. Its a nice system that way though, makes salvaging less dull.

  4. You can find plenty of those rocks if you really look for them. They're a great way to make some quick money and reputation by selling them.

     

     

    Even found a system with three of those yesterday. It would've made a fine place for stationbuilding, except that the system was too remote and hard to reach (cornered by rifts).  :-\

  5. I'm finally happy with the balancing of the ship building in terms of resources required.

    Agreed, the resource costs feel very reasonable now.

    However, I also agree with Kane. Beeing able to build everywhere is a bit weird.

     

     

    So why not handle building the same way as repairs?

    Build near a shipyard and it costs the same as it does now.

    Build in the middle of nowhere and it gets a lot more expensive. (btw. it would be good to know the emergency repaircosts in advance)

     

    To make things a bit easier, it could also cost less if you're near any kind of station. (just not as cheap as the shipyard)

     

     

     

    Making sure that new players always spawn in a system with a shipyard shouldn't be a problem I'd say.  ???

  6. The problem is that even like that, it is still too easy to make your ship into a Hitpoint Brick

     

    See it the other way around: Without the integrity fields, you would basically get punished for building detailed ships.

     

     

     

    Maybe the I-fields shouldn't connect to each other and grow less effective (use more power) when you make them too big.

    That way the tiny details can be protected but you could still destroy chunks of the ship.

  7. If you're salvaging mainly for materials and have plenty of wreckages to pick from, go for the fragile electronic blocks first.

     

    Generators, batteries and such. You can easily identify them by their distinct texture. Those break really fast and drop plenty of resources.

  8. If you zoom out you can get a nice pan view of the system

     

    Early in the game I always found myself wishing for a list of radar contacts like in EVE until I discovered this by accident.

     

    That should really be mentioned in the tutorial !

     

     

    ... a list of contacts in the system would still be useful though.

  9. Integrity field generators kinda breaks that.

     

    I agree but your idea is pretty much just like a localized version of the shield generator...

     

     

    I'd prefer if the integrity field would simply distribute the damage evenly (or weighted by their mass) across all affected blocks.

    So on one hand it will likely save the block that is beeing targeted from destruction, but may at the same time cause some low HP blocks in the field to get fried by the damage redistribution.

     

    This way it would have both advantages and disadvantages, depending on how you use it.

     

    I think that that would be a very simple improvement over the current system and still very much in the spirit of the game.

  10. Personally, I would do the following:

     

    1. NPCs activate the jammer only when they're in combat (reduces the issue of getting warplocked by a friendly faction)

     

    2. Jammer works like a debuff on your warpdrive and reduces its range.

    If the jammer is stronger than your warpdrive, then you can't jump at all.

     

    3. The jammer has a limited range and a falloff.

×
×
  • Create New...