It might help you finish the Deathstar if your imperialist faction didn't insist on maintaining extra military equipment and using it ineffectively :PWhatever helps me finish the DeathStar..........
It might help you finish the Deathstar if your imperialist faction didn't insist on maintaining extra military equipment and using it ineffectively :PWhatever helps me finish the DeathStar..........
Cant wait to see what those other advanced build mode tools are !
Whatever helps me finish the DeathStar..........
Assuming these are not the issues you were referring to back in January, I'd advise posting some examples with screenshots in Kupu's thread.Is it possible that you could fix block rotation/texture application problems with the reactor update? (Remember the problems with conduits.)
Bugs affecting the visual position/rotation of textures and physical rotation on blocks such as the Ship Yard Module, Camera, Armor (full cube), and Girder have been driving me insane.
Since reactors will be having us redo ships anyways, I think it would be wise to put these persisting problems in their coffins once and for all.
nope. same issues, I believe.Assuming these are not the issues you were referring to back in January, I'd advise posting some examples with screenshots in Kupu's thread.
Hey Maarten, That sounds frustrating. We'll need to find out what's happening. Will you start a thread in game support so we can get logs and make a proper bug report for this?How about you do something about this screen showing up every month first before spending time telling us what is comming up, but never giving it to us. seriously. Do you realise how frustrating it is having to export my blueprints, ALL of my blueprints, editing all the defaults, restoring all my unsaved projects,... EVERY TIME THIS HAPPENS? And it happens a lot!
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What about eliminating mechanical design from the game by moving ship's performance into a menu where you allocate points rather than what you're building?Major concerns
Well as it stands, players get very little depth with about half the systems in the game that they want to use. Things like cloaking, or Ion effect, or overdrive effect, or jump drives.What about eliminating mechanical design from the game by moving ship's performance into a menu where you allocate points rather than what you're building?
But reactor design is uniform regardless of what you want it to do; the actual design part is done purely through a menu, it's as creative as filling out a form.You want to go faster? Add overdrive. That's it' No choices on how you effect your maneuvering. Nothing on your ship can alter how you rotate or directional thrust without using the thrust menu. With chambers we can transfer that mechanic from something solely bound to a menu to something that ALSO requires a functioning reactor and chambers. Reactors in turn require stabilizers. I think that can get as complicated as the current builds players come up with.
You could do that in a way that doesn't involve putting points through a menu. These skill tree systems always turn out with a few best setups, like if i want a ship to be good at jumping i'll put ALL the points into jumping instead of speed or defense, which i can just change around later anyway.Currently we have no way of changing how you use your jump drive. With chambers you could focus on longer ranges or quicker charge time or even multiple charges (without players needing to fiddle with logic just so they can jump more often)
Then you can't tell the difference between building a ship and filling out a form. Really encouraging coming from the community manager.I don't see a major difference between placing chambers and designating what they are, and placing down effect blocks that are predetermined. I'd say it's equally "creative". If you want to go fast with the current system there is one option; overdrive. If you want to go fast with our proposal then you need a chamber, and then you need to designate how points are spent. There is still a bit of engineering involved, and it has a more direct connection to power than our current system.
Is it really any less uniform than the current system? Right now the system is build power reactor or capacitor blocks to acheive your power requirements. Build them wherever. Put defenses on them if you wish. Done. You are not going to convince me that our current system has even twice as much depth as our proposal. We've been mulling it over for around 2 months now? Even if they are equally dense, I still prefer our proposal, because without tearing my ship apart entirely, it is possible that I can change how my ship functions to some degree with the chamber systems.reactor design is uniform
Not entirely. If say you focused on mining initially, with both chambers and mining systems installed, then switched to weaponry enhancing chambers, they do squat if you don't actually have weapons on your ship. They are enhancing nothing at that point.repurposed into any other function provided by chambers
Who said that? We haven't begun to balance out how much of each tree you should be able to use in comparison to every other tree. That's a big undertaking, and likely not going to be balanced properly on the first pass either. With what I've currently seen, it should be okay to allow a few trees to get fully maxed out. You won't be spending all your points in one tree alone unless you want to sit on unspent points.AND jumping AND defense AND speed, at the expense of not having any weapons or cargo capacity? That's not possible now
Again, I don't find that any different in it's current state. While there are some excellent techniques to maximize longevity of reactors and ship health, etc, it still boils down to placing blocks until you have enough, at least for a more casual player. I think I'm very casual with my systems. I spend some amount of time asking players their thoughts when fitting ships on livestream, but I have not, say, built my weapons to ensure the last penetration level on my cannon was enough to fully destroy a block as opposed to damage it. And my opinion, along with most of the other developers; putting systems into a ship can be some of the most boring aspects of the build.building a ship and filling out a form
The plan right now is to have one chamber block type for each branch type. So a ship strong in jump will have lots of jump nodes connected in various ways. Then you'll configure each chamber to it's specific node. The exact flow is not known and will be looked at closely during play testing.Maybe I missed something but could you please explain how a chamber is configured? Is there just a generic "chamber" block that can be used for enhancing jump drives or shield strength, etc. Or are there individual chamber blocks that would require swapping out different block sets for the different enhancements? Could you easily adjust a chamber to either enhance jumping or shields, or thrust, etc?
Then you have never built anything remotely resembling a combat ship, so how would you know anything about it?Again, I don't find that any different in it's current state. While there are some excellent techniques to maximize longevity of reactors and ship health, etc, it still boils down to placing blocks until you have enough, at least for a more casual player. I think I'm very casual with my systems. I spend some amount of time asking players their thoughts when fitting ships on livestream, but I have not, say, built my weapons to ensure the last penetration level on my cannon was enough to fully destroy a block as opposed to damage it. And my opinion, along with most of the other developers; putting systems into a ship can be some of the most boring aspects of the build.
Sure did, my bad.I guess I don't understand what RAISINBAT is worried about. He makes it sound like you can just change what a chamber does through a menu system. Whereas to me it sounds like you would need to remove and replace specific chamber blocks in order to change the enhancement.