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SkyCore

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Posts posted by SkyCore

  1. My experience has been that I took one torpedo hit intentionally as an experiment and lost about 30% of my hull in that hit, so I decided to run copious amounts of point defense, and since then torpedos are basically just a joke. 

    By early game in my original message, i meant just leaving the starting sector. Tough to use point defense with 0 credits, a few thousand iron, and no components or weapons other than the starting pair of chainguns and mining lasers.

     

    Perhaps point defense should be the default weapon.

  2. iv been testing out the beta on insane mode and i must say that without a doubt torpedoes used against you in the early game is straight up broken. one shot long before you have a chance to build your ship defenses.

     

    on the last game i tried, i warped like 8 times at max distance away from the center to hopefully find a safer place to mine and build my ship up... nope. still one shot on my way further out.

     

    even tried to make my ship over 1/2 engine in hopes of out running them. still not good enough, just didnt have enough starting cash to make the ship fast enough. btw, what is the speed of torpedoes?

     

     

     

  3. The idea sounds fine though. I'd suggest that this 100000 constant becomes related to the health of your ship. Either plain 100% or some other value.

     

    And about that x/13... Connect it to the volume of the ship. Let's say x*V*10^(-8).

    Connecting shields to volume or health wont solve the problem. You would still be able to build a big ship thats virtually unkillable, which is the fundamental issue.

     

    By using proper constants, you would need a ridiculously huge ship to reach that unkillable status. This creates a challenge.

  4. Shields truly trivialize the late game (and massive firepower as well... but thats another topic) so i suggest diminishing returns for shield generators. Such a change would give shield booster components a new lease on life (and perhaps reduce the full +turret layout norm that we have now). I have never needed more than 600k shields even on insane difficulty so that is the marker which the rest of the math of this post will try to aim to hit.

     

    After fiddling around on an online graphics calculator https://www.desmos.com/calculator iv found a hyperbolic growth decaying equation which can be easily modified optimizing 2 factors: linear growth which is a fraction of added shield generators, and a limiting factor which when approached reduces the gains from additional shield generators.

     

    (100000*x/(100000+x)) + x/13

     

    This equation will gain 1 shield for each shield point a shield generator generates at low values; but as the shield points increase, the fraction of actual shields gained becomes less and less. !00k shields would be impossible if not for the small "x/13" linear growth factor which gives a minimum of 1/13th the shielding from a shield generator.

     

    Of course these numbers are just a suggestion, they could be changed to make things easier or harder on the player, to provide more/less linear gains or more/less exponentially decaying gains. Simply by changing the 2 constants in the formula.

  5. I would suggest incremental caps on maximum shields. Unlocking the next cap could be attained by picking up some new random drop from enemies or perhaps from some new special encounter.

    But please, no time based spawn like the mobile equipment merchant (which is an absolutely terrible place to put a required item). The player should be able to actively pursue advancement, not have to wait around and hope to get lucky.

  6. Entertainment block: helps morale, and gives a large bonus to a successful luxury cruise (a new mission)

     

    Engineering bay: boosts maximum efficiency of engineering

     

    Maintenance closets: gives a slight bonus to cooldowns on weapons and hyperspace, prevents critical failure of luxury cruise and other civilian transport missions

     

    Mechanic shop: boosts maximum efficiency of mechanics

     

    CounterIntelligence bunker: applies a debuff to shielded enemies preventing shield regeneration, bonus to stealth

     

    Information Tech Workshop: very large increase to scan radius, prevents counterintelligence debuff

     

    Tactical war room: boosts maximum efficiency of gunners

     

    Science lab: triples range of object detectors, minor boost to the chance of higher rarity drops, bonus computer core effect, bonus to research lab 

     

    Research lab: allows use of research, slight bonus to results

     

    Accounting room: allows for the recording of commodities sold/buying from prior sectors when equiped with a salesman chip

     

    Scavengers nest: minor boost to the number of drops, minor damage boost to salvaging turrets

     

    Subsurface scanners: increased efficiency of mining lasers, boost to maximum miner efficiency

     

    Mess hall: miniscule bonus to morale

     

    Simulator: bonus morale, increased success of luxury cruise, increased rate of experience gained for crewmembers

     

    Deluxe suites: increased success of luxury cruise, boost to maximum officer efficiency

     

     

     

  7. On normal difficulty, it seems like once you reach a half million shields there is no challenge until you pass the barrier. Might i suggest starting the player further out from the galaxy and increasing the difficulty much more as you approach the center barrier. Perhaps also include large strong fleets (which scale up damage based on the players strongest ship) that attack randomly while you are within 10 sectors of the center.

  8. Yes, i am playing the current beta branch. And i checked the logs myself, it didnt log anything after connecting to the server.

    There is far more surface area in a bunch of tiny cubes than in several panes. Surface area doesnt scale equally with increased size.  If the game scaled via volume instead, then i wouldnt need to create such tiny blocks. As it is now though, the smaller the cubes, the greater the energy output. To be more exact, every doubling of the cubes edge results in 1/2 the power output in comparison to the same volume occupied by 8 of the original cubes.

    1x1x1 panel generates 6 energy each. Adding up to 24 energy per 2x2 panel (or 48 for a 2x2x2 cube).

    1x2x2 panel generates 16 energy as a single block though.

    2x2x2 panel generates 24 energy.

     

  9. Repeatable bug:

    When attempting to delete a 45k titanium solar panel block composed of .2x.2x.2 voxels the game freezes up.

     

    It would also be real nice if solar panels generated energy on volume rather than surface area, because as is it just a pain to create thousands of tiny cells.

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