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TESL4

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Everything posted by TESL4

  1. The thing with the enhanced resistance mechanics is that it won't just be plugging holes. Depending on the areas and factions you face, different weapons are used. Usually in the core there is quite a bit of electric damage from lightning and tesla, especially from Xsotan. A certian faction you are at war with could also be heavy on the physical or antimatter side so these resists will help with that. It will also make PVP unique because you could design a ship which doesn't use the typical damage types and be able to do much more damage since most ships will be equipped to "fill holes". Also the resistance nullifying auras and weapons will make the need for resistance buffing a thing as well. This will give the game so much more to consider than just equipping tons of turret systems. I actually got the idea more form star conflict than from EVE, but yeah I can see that XD Ham sandwhiches won't be a thing becuase of how I described changing railguns. They penetrate armor only and then explosive charge is triggered detonates once through the armor. Railguns would skewer ham sammich ships and turn their unbeefyness into a big weakness, better hope your shields don't fail. You will need to incorperate different build strategies and if you build the "perfect" armor tank your ship will be highly immobile with the mass increase. This is where having small and fast ships come into play as they will be able to close the distance and fight under those slow turning sniper weapons that you said will be on every ship. Also with the way the hull HP and individual block HP due to integrity field generators, you will need to score critical hits in order to destroy the hull of a ship without blowing off nearly every block. Fighter boosting would work too, they just need to be faster somehow. They should definitely be tankier as well because dedicated PDC and flak ships can wipe out entire squadrons of fighters which took ~4hrs to assemble and tons of resources. I realize most of this can be done with modding, but that isn't really the intent of the post, its what I think would make the game's combat more balanced and interesting. Just as something the devs can look at and consider when thinking about one of their planned DLCs. But if someone wants to mod all this, I'm 100% up for that lol. I have 0 experience with modding and little time to learn so I wouldn't be the best candidate for that.
  2. Sounds like a fun challenge!! Maybe try building a fleet which you can take and slowly clear the sectors out? You could have 3 or 4 heavy battleships, a carrier or two, and some PDC cruisers or something to take care of fighters. Makes me think its worth building a huge economy on the edge of the core and building an armada there.
  3. Do they all work? In my experience when you do this they are still attached to the ship, but only a few won't depending on how many turret slots you lost. If they do then that's a very exploitable bug you found there lol.
  4. I just need the time to do that. Been working 72 hrs a week lately and its hard to find any time outside of my 1 hr of shipbuilding lol.
  5. I'm just making sure the issue gets proper exposure :D A recorded Q&A with the devs involving the state on the game and questions players are asking once they launch would do great for their publicity I think. We would be able to get some good answers hopefully and it would promote a good dev/player relationship I think. Even if they did a weekly/daily multiple choice answer poll on issues brought up that would be a great way to get actual good data on what the playerbase thinks. The poll could be shown in the home screen game menu and players could answer it and add a comment if they wanted to further explain.
  6. Has anyone beaten the guardian yet and seen what the new Xsotan ships are? I haven't been able to find that info anywhere.
  7. Why not just make the exit space needed a percentage of the face where the hangar exits are which match with the visual hanger borders? If its based off of a percentage value, it should still work even if its stretched out really far in one dimension to make a super wide or tall hangar bay. As an example: - You have a 12 x 6 hangar bay exit face - Exit pathway is 8 x 4 (assuming that would match with the visual hangar edges). Hangars could also be made to be similar to solar panels where if any dimension is less than a certian value the hangar exit won't visually show up and there would be no pathway generated. You could set that minimum value to ensure that fighters will always be able to exit the ship. Just an idea, but I agree that it would be nice to add more decorative stuff around the hangar exits.
  8. Yes, for sure they should have different colors. As a more visual oriented person, I'd rather be able to look and see my ships vs ally ships instead of on a list as well. Its much quicker to see the difference in color and know right away what to command instead of looking at the op tof the list and then back at the grid to find which ship you selected and its position.
  9. Why not just increase projectile speed and rework the way thrust and mass affect the ship so where large ships aren't faster than small ships?
  10. Perfect! glad to hear it. Looking forward to the official release!
  11. I'm going to have to try that piracy idea. That sounds like fun ;D. I've always wanted millions of credits to found my own stations and build an empire. How profitable is it to have like 3 systems with multiple factories and mines? Have you tried this before? The game has defiantly changed, its no longer a cakewalk with slow AI ships and OP turrets all over the place, but its not really grindy. If you don't like trade just strip mine systems with r-miners and sell most of it and you will easily have enough cash to field a warship or three. Maybe not start an empire of your own, but building ships is never a problem.
  12. I will admit that getting credits is a bit too grindy imo, but getting ores and resources is really easy and should not be an issue whatsoever. Especially with R-mining/salvaging. I found that my massive R-mining ship could strip a system so fast and effectively that it was more profitable selling the refined ores than the back and forth trading. I haven't spent a ton of time trading but from what I've experimented with its an excessive amount of back and forth to stations. The biggest issue I had when trading is that there needs to be significantly more stock/production of goods in factories or stations, as well as more need for goods. That way you can slowly increase your funds until you can start buying and selling in huge quantities making a good bit of credits. Perhaps make the volume of all cargo goods 1/10th of what it currently is, keeping the values the same. Each station will effectively be able to store 10x more (as well as your trade ship) and because the factories would produce significantly faster you could run a constant trade route and actually make a steady income instead of a trickle. I think that some mission rewards should be increased as well. Wiping out a pirate sector or freeing slaves shouldn't give less than 300k credits... More like a million at least. The trading/supply missions could be improved as well because a good many of them have a credit reward of less than 50k credits which is very low considering you can just kill a few pirates and their loot and salvage is WAY higher in value. But as far as the OP's comment about his ship being fart to small and underpowered, that's on you. Its not hard at all to mine a ton of ore ~1.5 hrs and then build a warship fully capable of fighting. You can also sell enough ore to buy systems/turrets at an equipment factory. If your ship is too small and too weak to even mine than you are too far in towards the center, mine and build a ship big enough to survive further in before rushing.
  13. Thanks, it took About 4.5 hrs. That's why I edited out alot of the cosmetic plating lol.
  14. Greetings! Here is a video of me building the Slephnir Battleship (most of it). I'm planning on releasing a complete faction set for the Neulance Armada. Link to the ship: https://steamcommunity.com/sharedfiles/filedetails/?id=2012034353
  15. The main things I want to see: - Larger ship acceleration and mobility nerf - Armor doesn't contribute to hull HP but rather each block has its own individual HP so it can actually protect the hull. - Amor reskin (never understood earth based camo in space). - Either nerf shields or increase amount of hull HP a block has by 15% - 25% - Integrity field boosts individual block HP by 100% instead of 1000% (including armor which maybe gets 150%) - Give ships volitile blocks such as shield generators, power generators, energy storage, hyperspace cores which deal 5-10x more damage to hull HP pool when destroyed (you will actually need to protect these blocks) - Give ships semi volitile blocks such as thrusters, engines, and integrity fields which deal 2-3x more damage to hull HP pool when destroyed - Give volatile block destruction a fancy big explosion 8) - Projectile speed increases across the board 10%-15%, with cannons/missiles having 25%-50% increase. - Ewar systems that have both Negative and Positive affects (will create EWAR/interdictor offensive ships and fleet support ships). > Examples being warp inhibitors, shield resistance amplifiers/nullifiers, repair turret damage amplifier, sensor jamming (can't see HP or omicron of selected ship), gravity net/gravity flux (helps/hinders affected ships speed and acceleration) - New energy turret type which reduces overall resistances of target gradualy over time up to a certian stop point. - Further development of damage type and resistances system > Examples being more resistance amplifier systems (armor included), different resistances depending on the block/material/volitility (is that a word?), EWAR systems (mentioned above) - UI element which actively displays current shield resistances - Give crafted fighters higher stat increases when building in fighter factory for speed and durability (same base speed and HP, but with each point put into these stats the value for speed and HP go up significantly more). This will allow fighters to actually be able to keep up and chase down ships and not immediately die to dedicated PDC/Flak ships. - Improve fighter commands UI for easier use - Give additional fighter commands such as orbit and shoot target(s) and sentry (orbit mothership and shoot at enemies) -Change all shields to be bubble shields which can be calculated by longest dimensions and their positions (should be much more performance friendly as well). Not expecting any of this for 1.0 but it would be amazing if it was implemented at some point post 1.0, maybe even in one of the DLCs.
  16. Yep, this is an issue I've experienced as well.
  17. I can confirm that larger battles get really laggy at points. I have a pretty good gaming PC as well. However, I don't believe it has anything to do with the block count and scale of fights from the newly generated ships, but rather something else unseen. Ships before the new ship generator update (which is great, great job devs) had equally or possibly even more blocks than current ships. There were a lot of ship designs previously which had hundreds of small blocks stacked and overlapping with one another, but that didn't affect performance. Therefore, ship block count shouldn't be reduced, but rather the underlying issue causing the horrendus lag spikes in large fights needs to be identified and fixed.
  18. In the latest beta update they made mirrored block selection, where if you select a block in mirrored mode it will select those same blocks on the other side of the mirroring plane. While this is extremely nice for merging blocks, It is a bit of a double edged sword as it makes focusing (F-key) on blocks ineffective. Since more blocks are now selected while mirroring, the focus point becomes the "sum" position of all the selected blocks which ends up being on the central mirroring plane. I can't speak for others, but I have found this is more of a hinderance than a blessing as being able to focus on a block is very important on more detailed builds. In order to focus on the block you are after you have to disable mirroring, then re-enable mirroring once you focus on the block you are after. This adds 5-6 extra steps to properly focus on a block; and focusing on a block, happens very frequently on larger and detailed builds. As far as I could tell, I didn't find a way to toggle the mirroring block selection on/off. Would it be possible to add an option for mirrored block selection in the build menu? Perhaps a checkbox under the mirroring UI? The mirrored selection is still good in its own regard, just not all the time. Hopefully I didn't miss a toggle for mirror selection which would make this post moot.
  19. I'm not sure if this has been reported yet, or is working as intended, but I noticed when using the x and y plane mirroring and placing both the square and edge emblem/name blocks on my existing ships (*Neulance Armada*) The blocks that were not directly placed would sometimes keep the same orientation as the "primary" block which was placed. This made the text/emblem on the opposite side of the mirror not be shown as it was facing towards the interior. Also, sometimes it would mirror the correct way, and have the text/emblem face on the outer hull of the ship, but it would be upside down. I can understand why the text/emblem would be flipped for the y-plane mirroring, but think it would still make since to have it pointing "up" when building and mirroring. I'm not at my personal PC at the moment so I can't provide screenshots, but I'm sure it is repeatable for others.
  20. I REALLY like the ship name and alliance emblem tag modification and block. I imagine this will drastically reduce the block count of those ultra detailed ships. Also turret blueprint function at factories will be fantastic. Is there potentially a list of changes the team is planning to implement before/after release? Especially in regarding to block/game mechanic changes? I'm currently slowly adding on to the Neulance Armada ship/station set and would like to design my ships with future changes/additions in mind if at all possible. I know that might be too much to ask, but its worth a shot.
  21. ^^ THIS. The game was so boring before, just run away and shoot. The AI ships not being slow turds has made the game so much more enjoyable. They just need to balance the speed of small vs large ships and a lot of issues will be fixed. In reality only minor changes are needed to weapons to balance them. The weapons could be made into so much more though with enough time and testing.
  22. While computerized components would indeed be fried, most specialized shells of this nature use sturdy mechanical triggers anyways; where the initial impact from being fired arms the next mechanical trigger which detonates the explosive miliseconds after piercing through. If you wanted to use a computerized trigger, you could potentially line the inside of the shell with a ceramic alloy or faraday cage and suspend the computerized components in a non conductive viscous fluid to reduce the impact forces and provide another barrier against any electricity traveling through the shell. Sorry nerding out there, my mechanical engineering degree came out lol. And I 150% agree with you last statement, Cario1. There are many other balances that other weapons in the game need to be considered competitive. I personally would love to see launcher missile speed increased. In general I feel many weapons need a projectile speed increase. You just have to be careful to avoid power creep making weapons too strong. As far as your railgun idea I just see it as sort of redundant since Plasma cannons/lightning with plasma damage essentially has the same role, and lightning and tesla with electric damage have the same roles as the electric railgun version. There are also already antimatter railguns which do even more damage to hull. I just don't see the real point other than the cool factor. Especially if railguns end up being better all round than alternatives in that case.
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