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Burnthalo

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Posts posted by Burnthalo

  1. someone suggested hologram blocks.. it works. extend a long hologram off the front or side of the ship. the added length counts for the distance to dock and since its hologram it doesn't actually impact if you touch the station with it. I have been using it for transferring fighters to stations and for my cargo transfers to storage depots (engineless ship - nothing but a cargo block and crew quarters and a generator)

  2. Firstly I must point out that with the current spawning method I get the feeling like I'm a convict on the run and It gets mighty tedious at times and is my biggest gripe with the game other than not being able to toggle boost (holding a key 24/7 to move)

     

    A)  Pirates should have to travel from a pirate station to reach you, the most organic method of this was In

        (X2 The Threat)  Distance from a pirate station would better determine the regularity  of seeing a pirate

        raid rather than a timer..

     

    B)  Pirates could better be described as space hooligans as they do not act like I would imagine any pirate

        would act, they don't even salvage the ships they kill..  The endless stream of pirate raids from the

        pirate conveyor belt is a tad ridiculous considering they have zero infrastructure to support it.

     

    C)  If I visit a sector and fly far enough away from the centre and afk pirates and Xsotan will lay waste to it

        In time, the defenders get wiped out and it becomes a total mess..  The faction owning the sector don't

        seem to care less unless another faction invades the territory and this needs to change because it is far

        too easy for the player to delete factions from the map.

     

    D)  Spawning new defenders for sector defence from the nearest (friendly) shipyard to determine how long

        they are arrive so if a player etc wants to delete a faction it is going to be alot harder and at the same

        time feel alot more organic.

     

    early access. not even beta yet. right now its just a mechanic to give us something to fight. not the full fleshed out system :D although it would be great to see something more like you suggest in the future :P

  3. Is it just me, or, is it a little silly that the assembly blocks can produce fighters en-masse (okay not really but my 7-slot carrier produces them well enough), but torpedoes are out of the question? Self-sufficient Aegis torpedo boats would be cool, a ship built for torpedoes and countering torpedoes and fighters...

     

    I understand the balance side of things, believe me I do. A ship able to produce torpedoes would be extremely powerful. But I want my LRM boat darn-it!

     

    torps are coming soon in the combat update. I don't know the specifics but I think I read something about production...

  4. What if this was a viable way of a conquest mechanic? What if every Faction had a certain threshold of attacks and aggression performed on them after which they capitulate in their entirety, or in parts, to the aggressor? That'd be pretty cool. Diplomacy of strength rather than diplomacy of words.

     

    I could definitely get behind an idea like this!

  5. That's a great suggestion, Burnthalo! I'll try that some time.

     

    I've also found that Fighters are very effective because you can literally tell them exactly which unit to attack. Sure, it's a little micro-ey, but nothing too bad for an avid RTS player like myself.

     

    I have to fire at a station for a good 15 minutes before destroying it (...)

    I've been commando-raiding that faction for more or less thirty hours

    I guess that's why the Sector is called "Endless Fight Gamma", huh? :P

     

    speaking of RTS.. you can also designate the station there and it works the same way. am sure you've already figured that out but this will help others that haven't. I shoulda added thatto the previous post but didn't think of it

     

    edit.. sometimes the stations will drift out of the 'guard' area (a lot of high impact weapons like cannons etc..). just reposition the ship. if you use a carrier to 'guard' then you get the fighters without the "microy" :D

  6. I tried the Show Only Specific Blocks in Build Mode and I've got to say I'm a little unimpressed. I can only select blocks that are revealed this way and Transform them. I can't add new blocks next to them if the interior space is hollow. This is because, for the purposes of adding blocks, the invisible blocks' hitboxes are still considered, so the game thinks you're trying to add blocks to the exterior of the design.

     

    The feature Weylin describes from From the Depths is simple, yet incredibly sophisticated in its function: it shrinks all blocks down to half size visually, and allows you to physically place blocks "through" the spaces that are thusly revealed. It's a little hard to look at personally, but the way it works is phenomenal in that it allows you to place blocks on the interior of designs and in tight spaces, even if you want to place a block of the same material as the blocks already there (which is not as easily possible if you Hide them, since, well... they're hidden lol).

    select the block you want to build against and scroll in until youre inside the hull. then build. for stuff like directional thrusters and gyros you do this after making sure the blocks direction and shape and size are right then scroll, build.  admittedly its not as nice as simply converting but it works.

  7. The only reason I can see installing Repair Turrets is if you're sitting in a large, fat cargo ship with no fighting potential and only shields, yet you have an armada of other ships Escorting You that help you beat down enemies. In this case, you'll want to use RTs to help protect your bodyguards. I've also used RTs when a random ship warps in chased by Pirates, to try and keep them alive while my allies or fighters take care of business.

     

    So far, fleet mechanics do not allow healer ships, nor do fighter mechanics, as the AI doesn't seem to be in-place for these ships to realise that using Repair Turrets on allied ships is a good thing, and using them on bad guys is a dick move. So in the end I ignore these Turrets, right now. Same goes for Force Turrets. They have promising potential, but they're so weak and it takes so many of them to do anything at all, that I don't see the point in them as they currently stand.

    pardon the double post. but I am new to forums and haven't dug out the way to multi-quote yet.

     

    anyway.  to do a healer ship load it with nothing but repair turrets. select target and give the attack command. same thing for fighters. build repair fighter and use attack command on that squad

  8. Hi there,

     

    Just wanted to suggest something I tried the other day and does not seems in the game.

     

    But would it be awfully terrible of me to ask that we can receive reputation points for repairing non-hostile ships of other factions?

    I tried mending fences with a faction who's defensive ship I grazed just a little and lost some rep with them.

    Rather than having to go sell some resource to restore it to full, I would consider repairing the damage with a repair beam equally worthy of restoring some reputation.

     

    I'm not asking for massive rep boosts. Just small increments for repairing their ships.

    This would also act as an incentive for players to consider repairing local military assets in certain sectors.

    Rather than leaving the sector weakened because there is no gain for actually repairing them.

     

    And if I would be cheeky, if you haven't personally damaged the specific ship maybe throw in a small cash prize for repairing their ship.

     

    What do you guys think?

     

    Id love to see this in game. as is I don't bother with repair turrets at all.

  9. some of these have likely been posted before. some might be new or a slight twist to another post.  they are some thoughts that occurred to me when I encountered various situations in game and had a second to go to the notepad real quick. honestly I think 90% of my complaints about the game stem from AI control of this and that or the RnG lol. I LOVE the game. I LOVE the direction its going so far. some of the main-line quests are a bit wonky but oh well. you only have to do them once and after that its all just play and build. no, most of my suggestions are related to non-quest stuff. and most of it is prolly already in the thought process anyway...

     

    all start sectors should be the very outside edge of the map.

     

    might be a handy thing to add a 'retreat' order to the list. say a Ai controlled ship is low health.. not easy currently to get it out of the battle and you can not repair it while its still being shot. retreat would allow it to get out of battle without you having to set it to escort and hope it follows properly taking you out of the fight as well. or go thru the hassle of moving to it, switching ships, giving the new orders to the one you were flying then retreating to repair...

     

    until boarding gets added this is sorta back burner... added quest for recovering lost stolen ship for factions.

     

    add quest for recovering stolen goods... rather than picking up stolen goods and getting fined travelling with it we could take the quest, recover them, and be rewarded for returning them.

     

    we claim and sell roids to factions.. 2 points. add feature so AI will do something with those roids.. for example build on them and even colonize the sector with other stations. add option for others to sell roids to our faction/alliance. maybe a toggle in the alliance management that allows us to set 'we are buying' or 'we are not buying'.

     

    weapons should scale.. smaller for small ships.. larger for large ships.. within reason ofc.. but a dreadnought with the biggest gun being the same cannon I mount on a 1 slot ship is ridiculous. there should be larger weapons that only ships of a certain size or bigger can mount (read other ppl say the same or similar).  as an extension some weapons should be considered too big for a fighter.. cannon that knocks your 4 slot ship backward should not be able to be mounted on a fighter... but Ive done it.. its just wrong.

     

    cargo shuttles should be minumum the same as the minimum hanger... cant have a hanger until trinium but can only have iron cargo shuttle? erm.... would be great if larger shuttles carried more cargo than smaller as well.. (if thats not already so. Ive never confirmed it)

     

    we get offered fighters from the get-go.. Ive seen equip docks selling them in starting sectors.. but we cant get them until trinium? what a rip. total crap. Im not saying we should get them at iron but come on... trinium is too far in. would be sweet to get them at naonite

     

    the 'do not block' field of hangers is too broad. you should be able to armor over everything except the blue entrance. currently the entire end is unblockable.  the field also extends infinitely. this limits creativity you can not build anything in front of the hanger no matter how far out you go even tho the fighter are quite capable of turning very shortly after leaving the hanger.

     

    fighters should be transferrable from farther away. set it up so they fly from home ship to receiving ship. its not like they have to be moved thru the airlock like crew. right now we have to park hanger to hanger almost touching(.02 or closer or it tells you youre too far away) so we can roll them from one ship to the other without going outside lol(way beyond how close we get for crew transfer up to .14 or so?) while crew is moved from a distance far enough to make me ask- are we putting the crew in space suits and throwing them out the airlock with fond wishes of luck? even today the planes (fighters) are flown from ship to ship or base to ship. will still be that way 300 years or even 1000 years from now.

     

    I just bounced back to game to get a brutal reminder of a forgotten issue.. can we get a fix that helps fighters remember which carrier they belong too? I had 2 carriers overloaded... unable to get all salvaging fighters back on board. when I looked, sure enough there were fighters from the attack carrier mixed in where they did not belong.. this causes issues with the crew totals and with fighter functions in several ways((workaround right now is to park carriers far enough away from each other so fighters don't get mixed up but its not always feasible to do that on first entering a sector.) Ive also seen them fly out of one hanger and into another upon deployment because of close proximity when on escort and getting attacked by a random spawn)

     

    AI does not register there is something in the way of its shots. both fighters and ships will fire as soon as they are in position regardless if an asteroid or ship or station (any object but those are the ones that count off rep if ally owned) I cant count the number of times Ive lost an ally or even one of my own ships due to this oversight.

     

    AI should fly a ship according to its role. as it is right now even a dreadnought will try to chase down fighters or will move to within .1 of a target when nothing but a fighter/corvette would really try it. (tbh a dreadnought wouldn't even have more than a few weapons capable/small enough to be fired that close and those would be point defense). I know I read elsewhere that this is already considered but I think the priority needs to be bumped a bit. its not game breaking by any means but it is still very frustrating

     

    if the AI is too stupid to fly thru the roids, then make them register a roid field as a single obstacle and GO AROUND... really... if it was real life and I hired a capt and he/she did that Id have them spaced with no suit as a traitor.. conspiring with the enemy. then again I think Id have spaced every capt Ive hired in game for being a complete incompetent

     

    and whats with all the twitching and posturing? its not like its going to intimidate the enemy... on the move is one thing. but thats out of control. AI wont even shoot my fleet ships guns half the time because its too busy lurching around like a drunk one legged fool while the normal AI ships fly and shoot just fine (most of the time)

     

    personal inventory should have the same view across the top that alliance inv does. if Im in an alliance ship I cant see what I personally own without leaving the ship. (iron, titanium... etc)

     

    add ability to sort inv by range.. (weapons)

     

    add option to move a stack of inv from/to alliance inv/player inv

     

    Habitats, HQ etc should have a civilian population living on board (crews family and so on.. store owners. dry cleaners, food courts, whatever...).

     

    add quests to transport crew/civilians between stations/sectors. pick them up from a planetary waypoint and drop them off at a station or ship. or from ship to planetary waypoint. or to and from HQ? whatever. details..

     

    all ships/stations should require a certain percentage of hired untrained personnel.. the daily tasks like cooking cleaning and so on would fall to them. as is its like our crews dont eat or anything. are we exploring or are we on a few hour joyride and going home in a bit.

     

    untrained performing a specialized job should eventually learn that skill. slower than a trained sure.. but say learn lvl 3 in roughly 3 times as long as a trained person would have? no training so ofc it takes longer, but we all do learn what we do eventually.

     

    and by damned pirates are pirates, they are terrorists damnit. they are NOT civilians. I dont give a crap what ship they are flying. its criminal so its dead. loosing rep for killing them is BS..

     

    we NEED a distribution center station it would make logistics so much easier. prolly less strain on the system too. one line from/to each station instead of each running to multiple places at the same time - 1 EVERY other station/mine can send to and fetch from.. not everything can send to/fetch from a shipyard or turret factory. trying to manage supplies with 3 send and 3 fetch with 6 suppliers in the list is a pain..

     

    can we have the ability to still get the trader/attack spawns in our live sectors even when we're out of sector? I set up base defense and salvage ops that cost a bit extra and they help offset costs a ton. but that all goes out the window when I leave sector.

     

    on the same note defenders go inactive when all enemies die and reawaken when new spawn in.. the same is not true of salvagers.. you have to give the order again.. be nice if they restarted on their own the same way.

     

    RnG... O.M.G.... how random is random set too? there is a tip in loading screen that says kill civ to get civ and military to get military... in truth it does not matter. everything drops from everything.. I'm fighting nothing but military ships and my inv is FULL of civ garbage.. craziness.. (also the amount of iron, titanium, naonite stuff dropping from sectors right against the barrier is insanely high. drops should be limited a bit more by location/material in the area)

     

    another RnG problem is the research... its so random the research station is almost totally useless. I process anywhere from 5000 to 20000 items a day and most times the result is lower damage/efficiency than what I put in( I do understand you don't want it too easy but this is so random Id almost rather not bother). I would also like to reinforce the note I saw someone else post.. 5 quad cannons should produce a quad cannon.. not a single barrel cannon.. so on. (side note here... name it what it is... don't name it quad cannon if it doesn't have the x4 in the damage.. that's horribly misleading and bogus) (additional side note.. almost a bug.. very often the thumbnail in inv is incorrect.. shows a lightning or tesla turret image for a cannon for example) opposite situation but perfect example.. https://prnt.sc/idwnqj

     

    I'm playing on seed kSocpLAXeM (multiplayer dedicated server on my local machine) currently and have a headquarters of a faction that is in the rift? maybe adjust where these can be spawned?

    https://prnt.sc/idprm3

    https://prnt.sc/idq2um

     

     

    thanks for the awesome game and the time you took to read this

    alan

     

     

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