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Wanderer

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Everything posted by Wanderer

  1. Your drone can't outrun torpedoes! I believe next update is supposed to let you design custom turrets! I think he meant that you jump out of the sector, not boosting
  2. Guys, i love it! With the turret factory working well again making ships instead of carriers is fun again! I love the fact that you did all of this and you did it great for what i know! It took really long, but it was worth waiting for! Keep up the good work and i really hope the second one is going to be as big as this one! Can you however make us being able to choose how the turrets are going to look like? A size 3 turret is nice but if its really tall... its going to look hideous
  3. I dont think that the big issue is the turret usage/slot, but how pd is going to handle with the 3+ dodges/min. If it negotiates that, they should use at least 1 turret slot but if it doesnt, then you should be able to fit 2 or 3/turret slot. Honestly i dont think new weapons need to be added, but that you should be able to have ind. Targ. Weapons with the order "attack fighters" or make it a stat just like ind. Targ. Is, but why make completely new weapons? Its a lot of work i imagine but the difference in what's added isn't that big.
  4. I have noticed the same thing, but this is why i guess: if you have insane fire rate, your fighters are going to be op. 1 problem: all of the fighters become laser or tesla fighters that do insane amounts of dps anyways... maybe its an idea to do it for burst fire and not overheating?
  5. who cares is a singleplayer game. The only thing they really need to fix as a priority right now is invincible fighters and destructive faction wars that clears entire sectors. But why is that a problem its only logical?
  6. I do agree its not supposed to be like that, because you still pay money for turrets at a turret fac or for fighters on a fighter fac, so being able to take it isn't logical. I think that its meant to be your property, but independent. With the recourses in the second last sentence hellatze, did you mean cargo?
  7. Does anybody know how they are going to specialize weapons (which stats are going to change?)
  8. I dont mean you should stop playing, but you cant change the rate of updates. You knew it was an alpha game, so you should have known it was not bugfree and polished yet. It wasn't my intention to attack or insult anyone, but stuff takes time, they're humans after all, and that's what i meant with my previous post. ps. If i insult/attack someone with this post, im sorry, it wasn't my intention.
  9. If you guys think the game isn't good as it is right now, then stop playing it! They're trying to improve and i dont get the problem, because they try to do their best (i pressume) and thats all i need, if you think something isn't right about it for you, then do something about it yourself by using a mod. Not everything can be fixt or added in a short period of time! Do you want quality or quantity? And yes, quality is not optimal, i agree, not even close to that, but it will never be optimal! ps. i do agree about the developers not reacting thing
  10. My thought would be to just abstract ammunition production and have a weapon decrease your ore reserves as it fires. Example: Firing an iron chain gun uses 1 iron ore / second. This incentivizes weapon diversification and leads to more tactical choices. What resources can you devote to this encounter? Do you have enough resources to see the fight to completion? Should you keep one or two common material turrets mounted to deal with lesser threats? What combination of mining/salvage is necessary to keep your fleet fight ready? I dont like the idea of using material, because weapons already overheat or are not that powerfull, with the exception of lasers and tesla's, for that, it would be nice to have something like that, because they become so OP so fast. (I got 60 teslaturrets that do 8900 dps on 3,9 range, thats way to good)
  11. Yes, but how can we do directional thrusters and gyro arrays like that? If not the right way, you cant change it.
  12. And why not spam it? Having turrets all the same is way more neat-looking than random-firing guns. But building a cannon is a big deal in the game to make, but choosing your own size on the thurrets would be nice. Maybe just shell creation for coax guns would be viable?
  13. I'm not for the ammunition one, I'm all for more fighters, I believe if we are going to have more weapons the overheat and weapons desplay needs to be fixed, it takes up some of the screen and is ugly AF Honestly, more fighters? Be honest, they are already overpowerd and will stay that, because you have 120 fighters and they will all have 3 dodges. The point is, how much health does a ship have? I got 120 tesla fighters that, together, do 300000 dps on 3,9 km (one does 2600 dps) More would be fun for me, but then its gonna be insane against other enemys, antifighter or not... They would fire on a fighter, then another one, and maybe they will hit the same fighter 4 times and have a chance of destroying it. If it is still alive after 3 seconds... And then the next 119 fighters! The ammo part? Well, it might work, but then like this: a turret gets 2 new stats: ammo usage/second and ammo production/second, with ammo not transferable between turrets or something like that. This would mean that your turret might be really powerfull, but if you got a really high ammo usage and a low production, its not gonna be OP, but more of a burst fire weapon. But after all with the overheating, i think that it's fine like it is now. Capital weapons: i dont see them being coaxial weaponry, those i think coax weapons would be more for cruisers/ destroyers. I think that a whole new weapon would be nice for this. I would like weapons that are for real long distances, for battleship against battleship, and easy to counter with manouverable and lots of ships, so indep. Tar. Turrets would be needed for that. I would like some huge cannons, shooting long range shells, and (ok, it makes no sense because no gravity etc, but ey, its a game :-)) fly towards the enemy in an ark (a parabolic ark). It would be nice to see huge shells flying in an ark over the battlefield, before raining down hell on the enemy. Because of this trajectory, a min. Range of 4/5 km would be nice, and also hindering it being OP as hell (wich i think is the problem of creating capital guns, because they should have insane damage, high range and low rate of fire, but also easy to dodge and hard hit other ships with and thus being really affective against big, slow moving targets (if trying to dodge, just make sure your'e not in the ark of the shots by going left, right and wait for the shells to pass by), but a cruiser that can come into the minimum range is gonna have a good time. If wanting to compare it to something visual, compare it to some shots being fired during the encounter between the uss enterprise and the bigger, darkgrey warship (wich looks almost the same) and you'll notice there are some (or one, i dont really know) shots that hit it with an ark. It would be nice, because now its just always a line, and capital guns should be really good, but also have the danger of finding an ally ship within the ark of the shell. If balancing enemy's and weapons, there are some points i would like to point on: -make the shipp live up to its class name: im a bit sad if i can kill dreadnoughts in just 2 more seconds than a destroyer or freighter, where are the big ass ships with somewhat like 5 milion shield/hull hp and huge omicron numbers? -make the classes do something else: now they're all coming towards you and sit in front of you whilst fighting, but why not make destroyers long range ships, trying to stay at 10 km or something, cruisers trying to support a dreadnought wich is raining down hell on you with capital cannons and battleships trying to get close to you (so basicly what every ship does right now) -where are the medics? Why are there no ai ships that can heal their allies? If i can do it, why wont they? -if calling in reinforcements, try to match the reinforcements with your ship: if im in my flying behemoth and raiding a station, im not impressed by those 3 ships that attack me, its more annoying to get my ship turned to fight them than a challenge. However, don't spawn in a huge fleet with lots of battleships and destroyers supporting 2 dreadnoughts (wich would be giant ships with an incredible shield/hull hp amount and a huge omicron number for their area) if im in a small ship. Lets say my ship is worth 3 powerpoints(PP, i know, butifull name;-)) (calculate it, maybe something like firepower x 1/10 shield + hull hp) try to spawn a fleet wich has 4 PP, and if im in a ship that has 100 PP, try spawning a fleet of 125 PP, like multiplying the points you have with a ranom number between 1 and 1,25 maybe? Im missing strategy, i wanna fight for evert sector! Not sit there and shoot my guns 4 times and be done. Ofcourse, the point where you are is also important: in my starting sector they wont have ships that match my PP, so they would spawn hundreds of ships... So maybe the max amount of PP should be depending on your position in the galaxy, to prevent giant fleets from a faction in iron belt. -railguns: im sad because they have no travel time, and (relatively)low range... I would like railguns shooting shells 5/7 times faster than cannon rounds, but not instant. And with high damage, low rate of fire and quick overheating, i think they deserve more range. -can the turret have the amount of shots being equal to the amount of barrels? A normal 1 barrel railgun that shoots 2 projectiles and a four barrel railgun shooting 1 projectile is weird. -where are those "infinite xsotan reinforcements? It would be amazing if the xsotan would OR attack in a small scouting group OR have a huge fleet either in one wave or multiple. But maybe this is more for the late game, so only inside of the xanion and higher belts? Maybe a nice thing for after the guardian: after killing him, you get a mission to attack a sector with an enemy fleet, after that, continue to the next sector, wich is harder etc. etc For bigger guns (wich quite a lot of people want :-)), why not change the turret system a bit, by making a turret blueprint wich you need 1/turret (so if you want 5 you still need to make 5) and give them stats that are multiplied by The size of the turret (except for range, that needs to have a less big increase, maybe for every 1 size extra multiplying the range by 1,5 instead of dubbeling and maybe remove 0,1 fire rate for every turret size point?) and the max turret size depending on the turret material (trinium max 4 and avorion max 7), but also increasing the energy drainage, recoil etc. by the same factor and maybe giving you 0,2 accuracy increase for every size point (with maybe a slightly bigger increase for turrets that were really inacurate in the first place) So then you spam those on your ship? Well, to counter that, i would say the guns take the same amount of turret slots as they have size points with a min. of 1 and a max. of 7. Sorry for grammar mistakes :-) and for the really long post, maybe not entirely relevant, but everything after the artillery/arkcannons just popped in my mind, but anyways, i hope you didn't fall asleep reading it :-)
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