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AlanEsh

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  1. If thedamngod or someone would care to delete this topic, sorry, I did not read the "read this first" post. :)
  2. Thanks for the reply. I did manage to make a smallish, nimble scout ship with two upgrade slots, that can jump 5.x sans upgrades. It doesn't have any cargo space, buy I might still try to add that since it isn't very heavy and shouldn't affect performance much.
  3. Hey everyone! I'm trying to build a long-range scout/blockade runner, but I'm having trouble keeping the size down. I don't want a hulking ship, I want something nimble with a little cargo space (20?), some shielding (500?), and good speed (400m/s+). My tech is only at level 3 (naonite) so please bear that in mind. The problem I'm having is building a ship with a jump range of 5 or more (not counting upgrades) requires a really large hyperdrive, and that requires a very large generator. It doesn't seem to matter that my ship starts out small, it's like the hyperdrive doesn't care how much mass/volume your ship has. If you have any tips on building a small ship within these parameters, let me know! And please link examples if you have any. Thanks!
  4. Need a hotkey for "select MY next ship" because "select next friendly" doesn't help much as it cycles through all non-enemy ships and structures in the sector. If you're in a hurry, this isn't useful
  5. Building Ships: We have a "dimensions" UI element for a selected/completed block; please give us the same UI element when we're drawing a block. Having to guess or count "steps" as we stretch the box isn't optimal. The hyperdrive block needs to take into consideration the mass or volume of your ship. As it stands, to build a ship for long distance jumps you end up with a huge hyperdrive and thus a huge ship. We should be able to build smallish scout/recon ships, but we can't because achieving a good increase in jump range means your ship grows very quickly. It's a bit of a vicious circle because the massive hyperdrive requires a massive generator, and then your ship mass requires more engines and thrusters. This is all FINE most of the time, but with the hyperdrive block it gets out of control very quickly.
  6. GREAT GAME, loving it so far! But there are some issues that I think need attention, here goes! I can't find a way to unbind a keyboard command in options. Assigning the same key already bound to an action results in that key being assigned to multiple actions. PLEASE, in Build Mode, give us a hotkey for "Match Block". The vast majority of times that I try to use Match Block, I want to modify one of the dimensions, but I have to move my mouse to uncheck "Match Block" which screws up matching the block...Ooops! My nooblet ways are apparent! I see that you -can- resize blocks with Match Block turned on. Still, having hotkeys for more of the build options would be super. Alternately, Match Block should not restrict the use of the A, S, D keys; let us stretch the block after it has "matched".Again, OOPS, my bad, derp. Once I've entered a station or ship menu (docked/Interacting), the interface should not dump me completely out of that menu when I'm done with one action. i.e. when I dock and want to do multiple actions I can only do one action at a time then I have to redock to do another. (actions being Hire Crew, Buy/Sell, etc.) When I talk to an npc ship and ask for his home system, the game should put a dot on the map that shows where it is.
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