This is a "pack" of ideas that I've had those days after analyzing the brand-new boarding concept that came with the recent patch. Some of those ideas are similar to this thread as well, but slightly refined. Here we go.
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1 - The implementation of anti-astronaut turrets is a short-sighted way to counter boarding. It was supposed to create difficulties for a boarding party, but instead, makes it flat impossible, should the player have a minimum I.Q. of 5.
A better and more entertaining way for creating hazards for boarding parties is to improve the way the NPCs interact. Instead of turrets that focus on enemy astronauts on sight, NPCs could do this job inside a ship, and for a good bonus, gives them a function, since today they are pretty much useless.
A fire fight on a ship with lots of pew pew is a better idea and makes boarding difficult but STILL possible, now depending on your skill on shooting people. Shooting between astronauts is very enjoyed by people on build/creative servers and are never used on the actual game, so that's the chance.
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2 - Players operating a ship should not be allowed to place any blocks once the ship is in combat. This prevents them from placing that huge chunk of Advanced Armor right on the heads of a boarding party to make them stuck almost forever.
It is very easy to implement that to the game. Currently, ships can detect when they are in combat or not, causing the shield recharging rate to drop, until the shooting is done. Use this same system to avoid block placement.
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3 - Increase a bit the torch damage. 3 is a reasonable number, and will still require effort. This is due to the almost impossibility of breaching a massive blast door or an advanced armor piece.
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4 - Another easy way to clean up your ship without any effort is the usage of pulses. Press one button and your ship is purged. This could be avoided by making entities that are aligned to a ship to be immune of the ship's own weapons.
If entity A (player or NPC) is alligned to ship B, B's weapons can't harm A.
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5 - Another way of making boarding impossible is the usage of gravity lifts on small holes, with the usage of logic. A simple solution is making logic activation blocks and gravity modules usable for everyone. Area triggers already follow this rule, no matter the faction, so the concept can be re-used.
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1 - The implementation of anti-astronaut turrets is a short-sighted way to counter boarding. It was supposed to create difficulties for a boarding party, but instead, makes it flat impossible, should the player have a minimum I.Q. of 5.
A better and more entertaining way for creating hazards for boarding parties is to improve the way the NPCs interact. Instead of turrets that focus on enemy astronauts on sight, NPCs could do this job inside a ship, and for a good bonus, gives them a function, since today they are pretty much useless.
A fire fight on a ship with lots of pew pew is a better idea and makes boarding difficult but STILL possible, now depending on your skill on shooting people. Shooting between astronauts is very enjoyed by people on build/creative servers and are never used on the actual game, so that's the chance.
---
2 - Players operating a ship should not be allowed to place any blocks once the ship is in combat. This prevents them from placing that huge chunk of Advanced Armor right on the heads of a boarding party to make them stuck almost forever.
It is very easy to implement that to the game. Currently, ships can detect when they are in combat or not, causing the shield recharging rate to drop, until the shooting is done. Use this same system to avoid block placement.
---
3 - Increase a bit the torch damage. 3 is a reasonable number, and will still require effort. This is due to the almost impossibility of breaching a massive blast door or an advanced armor piece.
---
4 - Another easy way to clean up your ship without any effort is the usage of pulses. Press one button and your ship is purged. This could be avoided by making entities that are aligned to a ship to be immune of the ship's own weapons.
If entity A (player or NPC) is alligned to ship B, B's weapons can't harm A.
---
5 - Another way of making boarding impossible is the usage of gravity lifts on small holes, with the usage of logic. A simple solution is making logic activation blocks and gravity modules usable for everyone. Area triggers already follow this rule, no matter the faction, so the concept can be re-used.
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1 - REMOVE ANTI ASTRONAUT TURRETS FROM THE GAME , ALLOW NPCS TO SHOOT THEM ON SIGHT
2 - DO NOT LET PLAYERS PLACE BLOCKS WHEN IN COMBAT
3 - BUFF TORCH DAMAGE FROM 1 TO 3
4 - SHIP'S OWN WEAPONS CAN'T KILL ALLIGNED STUFF
5 - ANYONE CAN USE LOGIC STUFF, NOT FACTION LOCKED.
2 - DO NOT LET PLAYERS PLACE BLOCKS WHEN IN COMBAT
3 - BUFF TORCH DAMAGE FROM 1 TO 3
4 - SHIP'S OWN WEAPONS CAN'T KILL ALLIGNED STUFF
5 - ANYONE CAN USE LOGIC STUFF, NOT FACTION LOCKED.
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