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Wanderer

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Everything posted by Wanderer

  1. Improving faction relationships is easy, just sell asteroids on the borders of enemy/ally factions. Stay in the allied sectors and you will be safe. Also, if you are on a sp game, then it isnt even a problem, because no enemy's will spawn. A server, well, can be problematic if someone comes to your sector and enemys spawn because of him. But then there are probably allied ships (way more) that will get attacked. I dont see it as a problem, its just something you need to do.
  2. I think it should be added because you cannot use moltiple guns on your craft when you are to small. If i also want other stuff like hyperspace upgrades and have a small ship, then i can have like 1 turret and point defense. Then you need to choose: what turret do you want to mount? Its not possible to vary with smaller guns, so a plasma/cannon combi isn't working anymore. I know you can switch systems, but if i jump into a sector and get instant torps at me, i dont want my dpc to not work until i have sorted my systems... I think a bit of weapon variety is lost due to uneditable guns.
  3. Is it distress call or wipe out pirates (from a military outpost)? The distress call will dissapear after a while. when it's a trap there is nothing to really finish and no rewards/anything is given to you. The explore sector mission, i have the same issue: jump to that sector and there are 2 big green boxed wreckages. I fly around but dont get the mission done. Just abandoned it because nothing happened, even after i jumped out.
  4. What i had with this, is that they stay behind and jump after you after some time. When i jumped to their sectors, they jumped. With the new switch to sector, you can just go to that sector and see if they jump away. For a fleet attacking the XWG, i do suggest to jump to 0,1 (or so) in order to make sure all your ships are there. I never had the issue with mini-jumps like that (0,1 > 0,0).
  5. Well, pirates shouldnt jump in, because player events are turned off at 0,0. However, i believe there are still some problems with the achievements. I cant get the barrel roll for the child (child at hart?) for example. Do you play on a server? Because then i do suggest to just try it multiple times, because it drops good loot and is worth a lot to scrap.
  6. If you want, you can use /run Entity():addScript("lib/entitydbg.lua") A new puzzlepiece (or 2/3) appears in the right top, called ~dev. If you click this and go to sectors and choose "emtpy sector". You can also spawn in asteroids etc if you want. Keep in mind though, it might empty the entire sector from everything but player stuff, so try it out in a sandbox to see if that happens or not. Not sure about that, didn't use it in some time. Maybe try to have the post moved to mods?
  7. I get your point and i like it, but the sectors you are in, are loaded. When you jump to another sector, the calc time is used to load the sector. If you connect all of the sectors, then loading it would be really laggy. I think that the sectors are a great idea to prefent laggy stuff. They only load the sector you're in. But if you just head on fly into the other sectors, where's the time to load the sectors? The idea is great, but i dont think it will do good to the game. :-\
  8. I would love to see this as a consumable! Great idea.
  9. Well that clears it up :D i have to admit that through that vision, your points make lots of sense. But maybe thats something for another thread? As for the removal of toxic waste, i believe there is a tip that says "smuggler hideouts will buy everything, including stolen and suspicious goods, but only for 15% of the value" Well if this was true, then getting rid of stuff would be so less annoying. So maybe this should be implemented, not saying i wouldnt love the suggestions for toxic waste removal, would be awesome to see something like those ideas.
  10. Well, if you dont want to restart the galaxy and it doesnt get fixed by the time you have all the other artifacts, you can use a command to give you al the artifacts, so you can move on. /run Entity():addScript("lib/entitydbg.lua") then the option dev~ appears and you can give yourself the artifacts and destroy the rest of them. Not the perfect solution, but at least you'll be able to move on.
  11. Okay so, if ik correct, you want more alien goods and less earthlike-goods? about the other things, i think you have a good point, and that it should be changed and refined, but like a lot of things in the game, its probably gonna change. I do agree that its a lot (or even to much) work to make a chain for all the railgun parts. I made a complex and needed like 30/40 stations and mines for it, not including dubble ones. Thats just to much. And when you see how little it produces, you indeed start wondering why you needed all the other stations in the first place.
  12. About the ammunition for rocket launchers, you need it for the turret fac. About the rest, if there is no food at all, even if it isnt used or so, still it does make the galaxy feel alive, because it suggests there are human beings or others that need food in order to survive. That feels alive to me. Why are sheep earth animals? Because they cannot get to space, if we built a space station, why wouldnt we be able to (by lack of a better word) grow sheep there? Radiation shouldnt be a problem, as my crew doesnt die because of it. side note, how do you make specific quotes? Wich guns get improved fire rate with more ammo? More fuel = longer time the thruster can burn, = longer distance traveled. More lead = more damage? Well i believe guns sometimes use lead as projectiles. Heavier projectiles = more kenetic damage. About the insane amount of factorys, i do agree. That should be less. Go complex mod! Coal is nothing more than pure C (...) and thats an element. Parently it exists in asteroids, and that you can mine. Raw oil is indeed not logical. for the ore part: do you want mines that can produce everything? Why should i tell you why it shouldnt change? Its good like it is now for me and i think its timewaste for the dev to change it. Do you change all your lights if one is broken or something is wrong with it? Its the same as this but that the toxic waste is the broken lamp and the rest of the goods the working ones. If we go to mars, and make a colony there, then wouldnt we need to grow food there? So why not produce sheep and food in space? Yes we could do with less but why change it to less? Doesnt really matter for me and honestly, i think more do. More and more people prefer hand made stuff these days so why not use sheep stuff? You can eat them as well. Maybe there should be a station that buys everything but for lower. I believe thats what the tip in the loading screen says, but i never figured out how to then.
  13. Really like the trash heap idea. I've been playing on a server with someone that had a sector filled with xxl sheep farms and sheep storages... those are a lot of pillows :)
  14. Well this was my situation: i was sitting still, with 2 midcore headhunters shooting torps at me. 1 pdc ( iron 66 dps) in the middle and 16 pdc (xanion 17,6 dps) in 2 groups of eight on the left and right. Against pirate torps it works fine, so there's something special with the headhunter torps that makes them hard to hit. In the end, 7 out of 8 torps got through. Sometimes it just feels like you're lobbing fish at an incoming car or so.
  15. What area you're in? When you get to the higher levels, they're gonna be wrecking your ship if you're not carefull. Pdc dont really work well, their accuracy (not the 99,5 but the tracking) is way to bad. As for torps with nukes, as said, nukes work like this: The nuke goes "off" The conventional payload is set off The explosion creates a chainreaction in de "nuke payload" The nuke payload is set off Big boom So if you always take the conventional payload damage to your ship it just doesnt make sense. The difference with above is that you're not the one setting it off. Yes damage to the torp could prefent the chainreaction, but thats why there should be a chance to set off the entire torp payload and a garanteed damage from convential payload. Tracking... why shouldn't it be there in the torp? A targetting card, i believe, costs around 15 k credits? Okay there are really cheap torpa under 3k but not everything in a game can be sunshine, flowers and nuclear torpedoes flying around in space without guidance. I would love to see torps without guidance that deal like 1 m damage as a seperate class, but guidance shouldnt be removed from the torp types we have now. (Ps i didn't mean to offense someone if it sounds like it, wich i would understand, thats why the ps ::))
  16. Did you ever try to make rocket launchers? Goodluck without fuel. Or other turrets that require lead? If building stations yourself, you will understand some of the goods named above are really important! Ore and coal you need for steel, raw oil for fuel, corn (but also rice, potato, wheat) is required for carbon, also for steel etc. etc. Most of the goods you named are required for building production chains! And yes there are things like accelerators and energy generators, but i think that it makes the game feel more alive, because stations need goods so you can trade. So can the npc's. What use is a researchstation if it doesnt need supplies for research? Trading is a good mechanic in the game and at least 1/2 of all goods you named are used by players for building productionchains or turret making, 1/2 of the remaining goods is often used to trade and the rest is, indeed, not really needed, but it makes the galaxy feel alive. I dont think it needs to be redisigned without these goods. Maybe toxic waste could be made into something poisenous, wich you could use for a (new) type of gun? WHY THE HACK ARE SHEEPS IN YOUR LIST!?!?
  17. I really like the update and think its gonna help a lot. But, if you cover your entire ship with integrityfields, isn't it going to "double" your ship hp? Since all damage gets halved? Also, could you take a closer look to the targetting of pdc? I feel like its very off. The pirate torps usually arent that bad to shoot, but headhuntertorps are just unhittable. Also, love the longer recharge rate of shields!
  18. Well its 430, but for the rest you should indeed be able to spawn him. The sector needs to be empty, but can be in controlled sectors
  19. Have the issue with pdc not hitting torps? You'll need more pdc then Oh wait that doesnt work either, 16 (21,7 dps) pdc dont even stop a third of all headhunter torps or advanced pirate torps. I agree that something has to be done to improve their accuracy, because they just dont hit. Shield pen is annoying indeed, but the curve some torps make and your pdc dont take into account is way worse than that.
  20. You sure you used the correct distance and formula for the distance?
  21. For becoming friends with other factions, this is how i do it: on the border between a friendly faction and the hated one, i seek for hidden mass sectors. As long as those are on the territory of the allied faction, enemy headhunters wont spawn. After selling asteroids you can go to their teritory and repeat there. However, you do need a friendly faction for that... or go, if inside the core, to a sector with lots of xsotan. Run from them, wait for headhunters to spawn. Then start killing the xsotan. As soon as torps are launched at you or there are no more xsotan left, go to the next sector and repeat. You need a fast ship for this though
  22. There are going to be coax weapons in combat update 2, wich (i believe) will do more damage the bigger they are. If this isn't what you meant, how do you mean it?
  23. I actually like the idea to do something in the outskirts of the galaxy. There are also going to be legendary bosses, probably on the edge. There is actually a post/topic that suggests to add "warlords, you can defeat the dude and get his stations, sectors and fleets. Maybe there could be sectors that can be found with the wormhole artifact (the leggy thingy to summon allies) to find wormholes that lead somewhere that cant be accessed different with there maybe an endgame mission? Btw, im sorry but except for the first 2 posts this has been rather funny to read, maybe forgive and forget?
  24. You had 16 separate PDC turrets, spread out around your ship? And torpedoes still hit you? Yes and its not that the pdc are bad (17,1 dps) but they just dont hit. They are positioned in groups of four with 1 on both sides, the front and my top middle (have them too on my bottom but they were above me so those didnt fire). The dudes firing the torps were headhunters, so i did expect them to fire good torps, but even then? If it is indeed that they make a curve and thus are harder to shoot down, pls remove the curve or make the pdc able to also shoot the torps.
  25. Im getting really frustrated because i had headhunters spawn on me and i had 16 17,1dps factoryproduced pdc. I wasnt moving. There were 2 torpedoes per time, 8 in total. 1 got shot down and i was halfbroken down with my internals all open!? Dont know how but i would expect that that many shots should take down both, because this isnt fun anymore.
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