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Wanderer

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Posts posted by Wanderer

  1. That's ironic. Pretty much the same as with Turret Factories - storing turret components in their storage seems to be the perfect idea... until they start to sell them in every direction, and there's nothing you can do about it.

     

    Cant you order stations not to buy or sell goods?

  2. What does it change when it carries the name RPG or not? If its the character, i agree on the ship being it or the drone being it and controlling the ship from the drone or so. But what does it matter if there's a caracter or not?

     

    To be on topic: i think they should just make found guns reproducible and made guns less good, but too change the research factory bcs thats one of the big points wich need improvement.

  3. This game relies way too much on randomly generated loot and other stuff.

    Rusty's US server has been up for less than a week and already I have over 50 to 60 pages of worthless loot  99.999%  of it I cannot and will not ever use.

    I know some of you are going to say 'well that's just because it's on a modded server.' but I have the same problem on the official test server.

     

    As things currently are loot feels cheap and lame And the random generation of ship and stations in a sector also really sucks.

     

    Maybe though I am alone and how I feel about this. So here's a poll to see if I'm the only one that feels this way.

     

     

    Also I don't know exactly how to fix it but here's a few thoughts.

     

    1: guns and weapons should work just like placing a prefab design. You select your design then scale it and place it.

    The size and Resource it's made out of determines the Damage, how fast it turns and slot cost. 

    Then you would just loot turret systems that give various effects to your already functioning weapon.

     

    2: Stations and factories should have a more stylized placement that reflect the type of faction they are attached to IE: if there are church, It could be built around a giant monolithic structure or some such. An Imperial faction should have some type of militaristic  station With a couple of battle stations parked on either side of it.

    Also there should not just be one type of factory per our station, that just doesn't make any sense for an example a colony would definitely have a water factory some type of food factory likely a Gambling center and a few other oddities as well as a main export factory like steel.

     

    Also I should be able to buy maps of a faction from smugglers or from the faction themselves if my reputation is high enough.

     

     

    Although i do agree that there's a problem with this, i do not like your idea's, save for 2, wich is practically the complex mod. It would be nice if you could make new factorys on a station, perhaps this could follow the slot system: a station can have more weapons the bugger it gets, with additional factorys for every additional upgrade slot you get.

     

    Buying maps ruins the need for exploration and 1 i just dont like, so i only agree with 2 :/

  4. As an idea for the bug posted by devious, i would like to see built time added to turrets being built at turret factory's, as it would counter the entire problem of quickly crafting dozens and dozens of turrets and selling them for a lot of money. I dont mind the selling part, but you shouldnt be instantly given the turrets, as it would take time to assemble them. Then its still possible to make money, but not that quickly and that easy.

  5. I indeed agree that the turret block not that nice looks and that it breaks up the hull :-\  maybe just have it visible in build mode, but nonexisting whilst playing, with the turret on the visual area?  Or 2 versions, one with armor look and one with hull look, although you can change that with turret base, so its not a big problem.

  6. I think it is up to location of research stations. At "Iron region", reward was awful because provided Tech is just 6 in this region. At "Trinium region", reward was not bad because provided Tech is 31 in this region. I am not sure about "Avorion region". At least, I agree with you about the problem "Rare is sometimes weaker than Common".

     

    Doesnt matter, if you grab a tech 56 gun (x5) and go to the outer regions, its stil random af and would yield the same random stats as it would in the core

  7. I quite like the idea, its certainly something that would add something new to the game, although there is a problem: most asteroids aren't within 1,5 km distance between each other. So for built turrets it may work, but found ones would probably be less usefull... maybe it would be something nice for pd though? So one can focus on multiple fighters and actually do something instead of just picking away one by one those dodges... anyways, i like the idea, whatever use it might get

  8. Yeah its broken, really broken... like destroying station after station is not good... sometimes, near the barrier you get 11 miljoen xanion or so wreckages, and then all you need is a good amount of salvagingstuff to completely destroy it, or a few to just go for the generators etc.

  9. I think this had been updated at some point; as far as I can tell you always get a quality upgrade (5 greens give you a blue, etc) of both turrets and systems.

     

    If you put in 5 purple turrets (or systems, for that matter), do you get an even better purple version of that same turret/system?

     

    No if you put in 5 leggys, you get a single leggy back and its as random as anything. Anyways, the quality upgrade has always been like that, but quality says nothing about a turret. They might be better in percentages, but less rare ones may have some good ones in there too, and they come in way faster... so low qualityguns can just outdo a better one, because its just random af.

  10. You mean the onces you are gathering, the blue and green one just dissapearing in your ship or the ones that float there in space? Bcs i would say you are just out of range, but if it isnt that, idk. If it are those green and blue ones, its probably a bug indeed.

  11. The point of making a bigger torpedo launcher is that you don't have to refill it as often but ofc it will take longer to reload when you actually need to.

     

    No it doesnt a bigger torpedo storage has the same amount of torps it can hold as a smaller one made out of the similar material. A bigger doesnt do anything, or i've missed a patchnote.

  12. Make sure you are using the new control scheme for firing torpedoes. I panicked at first too, but firing torpedoes is now bound to right click instead of left.

     

    That's so nice!!! No more torpedo firing at the first guy you see and click at!

  13. No, torpedo size isnt anything special i think, but they arent the same as how much space they take up, right?(otherwise its just how much torpcargo they take up) Because i would think size would be useless or it would be taken into account when shooting it down. Bigger target is easier to hit... but i dont think the tube has to be the size or bigger than the to be fired torp. You could test it out in creative i guess, maybe /run Entity():addScript("lib/entitydbg.lua") would help in order to get the torps without having to find them

  14. Maybe for the upgrades, you could just say civiele vuurleiding + 4 or militaire vuurleiding + 4 or so, a bit far stretched, but it would be clear? For the turrets however, and certainly with the coax guns, that wouldnt work. For those, i think the best translations have already been suggested, the platform, geschut and stuff

     

    Do the coax guns have the same issue or do they have a different translation?

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