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Subquake

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Posts posted by Subquake

  1. I think, that using higher tier materials should give some benefits for things like thrusters etc, because better materials mean more durable and robust components and thus pushing the limits further of the functional blocks and in result giving higher performance. If Avorion shield generator gives more shields, then why Avorion thruster isn't outperforming Trinium thrusters?

     

    Regarding cargo space, It's nice, that the game takes into account walls if you are building separate cargo containers on one big cargo container, however the change in size shouldn't be that drastic, I agree with that.

  2. Or perhaps as a compromise make it so that obstructed thrusters continue to function unless they are obstructed by another thruster.

    That can't work, because you could put a small layer of normal hull to bypass that.
  3. It would be nice if the game would allow to place engine thrusters facing any direction as well, that way you could design a ship to incorporate break thrust into the design on top of maneuvering thrusters.

     

    Personally I was very disappointed that you can face the engines only one way no matter how you turn them, because there are many other games, that don't have such limitation and you can place them however you want.

     

    (..) When you want to brake a space ship in newtonian physics, you flip it around, and thrust into the opposite direction. The thruster blocks were never meant to be the main brakes of your ship. They help you, they steer the ship in the right directions, but they will and should never be as strong as the main engines. (..)

     

    I completely agree with this statement, however this game doesn't have sectors large enough to take advantage of this, instead it puts a burden to the player, and what if you don't want to flip the space ship around all the time?

     

    If for instance I have a large ship with huge mass and I have to go to a station nearby, that's only 20km away, I basically have to thrust away 10km and then turn around and start breaking. Saddest part it doesn't quite work that way currently in the game as BlackWyvern described it, but if it did, then first few times it may seem to be fun, but when you are doing it 100+ times, it's starting to become more annoying and a burden more than being fun and realistic.

     

    Games should have a balance between realism and having fun and as a quality of life feature having the ability to build nimble space ships, that can break as fast as accelerate and with decent strafing capabilities (for small space craft dodging bullets) is a must in my opinion.

     

    If the game would allow us to build engines in any direction, then instead of the game deciding on how you build the space ship, players would have the capability of deciding if they want to build a "normal" space ship or a space ship with increased maneuverability and exceptional breaking power.

  4. It's not a programmed feature, the game actually needs the time to generate the sector you're jumping to.

    Not true, because when you jump to a sector near by, it takes only a few seconds to calculate the jump route. I think I read somewhere, that it's a fixed number (3 seconds per sector?), that increases based on how far you want to jump.

     

    I personally think, that the calculation time should not exceed 30 seconds no matter how far you want to jump in order to not destroy the fun factor while moving around across the galaxy.

  5. My friend has set up a dedicated server on linux.

     

    As soon as I have more than one of my ships on the same sector or my ship and a station, when I rejoin the server, the game doesn't remember on what craft I was last on and when I join the server I am not on my main space ship, but on my other space craft, such as miner or recently I acquired a Gold mine and I spawned at the mine and not on my ship.

     

    It's starting to become very annoying and happens to me 100% of the time whenever I have more than 1 ship at a sector. It basically spawns me in a thing, that I have built the last, but it's not what I want. The game should remember what space craft you used last and not the one, that's been built last.

  6. I like this idea. It's basically a proper docking port. If that could be done, I would like to see this change also applicable to existing station docking ports and when you dock to the station, you actually have to dock and connect with it and disconnect with it when you are done. That would be so great, immersion wise especially.

  7. If you are not satisfied with the balance of the game, you do realize, that you can change the difficulty to a lower one if you are so eager to fight enemy ships with shields with your un-shielded ship.

     

    Your suggestion for shields is biased and the game feels too hard for you and you want the game developer to nerf shields so that enemy ships are weaker. Well deal with it and adapt to the situation, adjust your designs, make them better, more efficient.

     

    I like a good challenge and many other people would surely back me up on this if necessary. Sniper rifles in FPS games require aiming skill and precision of the shooter, you can't just burst them aimlessly like other guns and it takes time to master them and those who do get to enjoy them.

     

    Here's a food for thought: Since I finished the game once already, before my friends servers SSD died, we started over and I managed to go from Titanium to Trinium zone with no shields and I could die in 2 shots easily if I was careless, my ship was like a fly compared to other ships, but I didn't die. Slowly I helped NPCs, gathered turrets and didn't pick fights that I couldn't win and slowly built up to that level, that I showed you above in this discussion.

     

    If you want to take on a large battleship with a small fighter spaceship, it's expected for the fight to be a few hours long at least, it's not Star Wars bs, where you can land a single deadly shot and a death star explodes.

     

    The more you will kill, the more loot you will get and slowly you will gather up better quality turrets and you will notice, that enemy shields are nothing special, heck, in my opinion they are too weak.

     

    Also your suggestion about shields is bad, because it would limit the creativity of small and ressiliant craft, that have low healt, but large amounts of shields - which is what I do with my miner NPCs ships, that I have built, they have around 3000hp, but 100k shields. Think about it! Plus you can build your own fleet and order them to escort you and help you in fights (a hassle to manage though).

     

    Basically you are shooting yourself in the foot if you want to nerf the shields, because they will be nerfed for you as well, not just other NPCs, and it will limit the creativity factor and people will be forced to build big and bulky ships to have more shields, it's silly, admit it! That's why there is a block in game called Shield Generator, the more you build them, the larger the shields and it's up to the player what they want to do with them. It's a sandbox game, people can build whatever they want. If you want to play with small fighters, then don't leave Iron/Titanium/Naonite zones, no one is forcing you, but if you do want to move closer to the center of the galaxy, you have to adapt to the environment, don't ask the developer to change the environment, because you personally feel its unfair for you, that you can't play through the game with your nice little ship, that you built starting the game.

     

    What's in the center:

     

    End game boss has around 18 million shields and 18 million health points and it periodically spawns around 15 minions, some of them have 1 million shields and health.

     

    It took me two hours to kill him solo in my first playthrough. And your ship will need at least 1 million shield for yourself if you want to survive.

     

  8. I like the way it's now, that you have to find more colors and they are named, though just as I asked in suggestions regarding turrets, it would be nice if we could pin some colors as favorite, that would display on top of the rest, so that you don't have to scroll down all the time if you want to quickly swap around between your favorite picks.

  9. Nice suggestions except the shields part.

     

    If your battles take an hour, it means that you lack firepower. You have to understand, that mid/late game you can't rely on having a small and agile ship with few powerful guns and if you want to be an effective killing machine, you need to upgrade your ship and size, so that you have more internal system slots for turret modules, that increase your max turret count. The more turrets you will have obviously the more dps you will deal. In a similar game series X3 you also had large battleships that you could fight only with a well equipped equally classed ship.

     

    Some guns deal more damage to shields, some less (modifiers), that's the meta game of turret management. I personally am at Trinium/Xanion zone and with 18 turrets (blue and orange quality mostly) I have no problem fighting against any odds, even vs 15+ pirate ships and dealing with all of them would take me about 15 minutes tops, some die in seconds, others are beefier.

     

    Stats of my ship:

    6bO8FVAm.png

     

    What I would like to see dealt with relating to shields is that they should negate and soak up all collision damage before the hull.

     

     

    • A) It would be nice to have an additional separate inventory storage for turrets, that we want to keep hold of on the long run. Features for the storage:
      - Ability to reorganize them as we want by manually placing turrets in whatever order we want.
      - No automatic sorting in that inventory.
      - Drag and drop turrets from normal inventory to the additional.
      - They should not show up on the sell list, when interacting with merchants.
      - They could show up in the build section on top (bottom?) of the turret list starting with a new row, just like turrets are split based on material type.
      - In the build menu they would be ordered in the way we order them in the inventory.
       
    • B) Second option could be the ability to favorite turrets or system upgrades and they should always show in the front of the list of the rest.

  10.  

    (..) When you first talk to a resistance outpost in the core you get three mission:

    -gather Xsotan technology, research it, and eventually create a wormhole device that lets you open wormholes to call allies in the final battle against the guardian

    -Gather allies by getting good rep with faction and asking their aid

    -Kill the guardian (..)

     

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