Have you done any pvp shipbuilding?you ship would be less effective because you spent more power on getting a weaker shield
Have you done any pvp shipbuilding?you ship would be less effective because you spent more power on getting a weaker shield
This^^Great work. Some exciting features and some necessary fixes. There are still issues as others have pointed out - so I won't get into those.
I'm interested in what the next few major updates will bring - I feel they will make or break this game.
Pressure is on.
Does this mean if I create docked hulls, the shields on either the docked hulls or the main entity will not work because they are inside of one of the others shield bubbles, or will the docked entity retain it's own shields on top of the main entities shields? I ask because i haven't tried. Got tired of the huge linear distance now required(in dev builds) to power anything. Will wait for a full release to try any more, kinda burnt out right now.you cannot place a shield within another shield's radius
What he is describing and what the dev builds are showing simply don't line upI think schema is referring to how he would like to balance shields
Yeah, which is understandable... but with that being the case, given the intricacies of how some mechanics pan out in PvP, you'd be ill-advised (literally) to go implementing entire new features that largely affect PvP, without first at least asking for thoughts on how it might pan out (and what alternatives might exist to accomplish the desired goal).For fun, yes. But I never did it in a very serious manner i must admit. it is just not my style of playing the game.
Not to offend, but given how ineffective the new shields are at accomplishing what you want, why should we trust you to fix it? Why don't you trust out ideas and solutions to these problems?Non yes it's not in the dev build like that yet. They aren't finished yet.
Same for current power.What this new power system excels in, however, is in how dynamic it is in terms of balance. It can take drastically different shapes with just a few config changes.
While it doesn't comfort me in the least, I appreciate that.I can say is that I will do my best to make them work right for balance.
Please explain.the old power system has no control over reactor size
Looking at the system, that's clearly the intention, but evidently the optimal configurations of ships for this system are actually even further from typical 'non-PVP building' than in the old one (ignoring spaghetti for the moment)IthirahadOur current approach tries to span the distance between non pvp and pvp building.
Kind of, but the base mechanic has unfortunate implications regardless of config...What this new power system excels in, however, is in how dynamic it is in terms of balance. It can take drastically different shapes with just a few config changes.
Well, if you want my input, I liked the distances between reactor/stabilizer in build 200.136-137 a lot better than the current ones. Just my opinion though. With those shorter distances I was able to fully refit older ships that had been made to fit the new system, while still not reaching maximum stabilization, but I could make them functional. Under the last one I tried(200.171?) I was not able to do so, meaning all previous builds would have to be scrapped and completely started from scratch. I know that not everyone agrees with me on this, but I'd like to be able to use SOME of my older builds with the new power system. Every previous update we have been able(mostly) to refit and get them to work, but it seems like that may not be the case with this update. Don't get me wrong, I will totally start over if I have to, but I won't necessarily like having to do so. I'm not even building PVP ships yet, waiting until a beta game at least to start that stuff where more things will be fleshed out and much closer to a complete game.We are also still looking into finding the best balance for power distances.