I wonder why all the unnecessary blocks of adding blocks to make designs of balance work.
For instance current in order for a gun to work I need to increase the size of the gun 2/3 the size of it to maintain the original stats, than everything else also has to be increased relative to that single increase of making the gun bigger because it uses more energy and mass and size.
Why is this important it is relative to the design of the intended ship. ship design and flow, you end up pewering out the flow of the original design to 2/3 bigger in relationship of the actual intended craft.
Going from a sleek laptop back into a industrial complex building taking up a city block to do the same job.
Support and effect could be reduced down to few blocks as there only enhancements Than a slider system can be used again. For more powerful or bigger than there is increasing demands from the supportive aspect of the crafts system relative to it's size.
The other problem is player visual vs ai, what the ai can do that the player can not do when it comes to visual attacking or that is rendered to the player, as it stands we need a double view of my ship and the other players ship to see what is occurred for in game play, the other is standardize ranges setting maximums ranges than capping for said range. If my big guru weapon need's to hit an object at distance than I need a bigger radar system to reach out so the ai can sense it, and where anti radar would come into play in jamming from being detected. The weapon's range now becomes based on the ability of the radar for distances which is relative to the ship. Current the weapon has a set range independent of radar? I would rather see a relationship between the systems and there uses. Instances of different radars for tracking say of missiles which would be relative for the point defense of distance investment and intercepting tracking and the investment involved in the weapon responsible for destroying it
I enjoyed the slider ruler for tweaking vs unknowingly adding more blocks to accomplish the same task of trying to find a playable middle ground, in the slider your already taking what is there and micro managing for the desired operation without changing the intended design of the ship or the flow of the ship. It 's not crazy unbalanced as there are pro vs con in the adjustment of the slider itself, vs the con of now having to re-alter the entire ship design, because you have to add a block or thousands of blocks just to tweak the system.
I just don't see the gameplay improvements in any of the systems implemented as everyone is going for big missile (nukes) than warp away once lunched using ion shield defense for the closest launch point or people than just warping away from it, not very dynamitic in my opinion, again as the server comes into play as well as to what there settings are intending for game play. I would prefer to see more tactful that overcomes the cheap easy builds because it's not there.
For instance current in order for a gun to work I need to increase the size of the gun 2/3 the size of it to maintain the original stats, than everything else also has to be increased relative to that single increase of making the gun bigger because it uses more energy and mass and size.
Why is this important it is relative to the design of the intended ship. ship design and flow, you end up pewering out the flow of the original design to 2/3 bigger in relationship of the actual intended craft.
Going from a sleek laptop back into a industrial complex building taking up a city block to do the same job.
Support and effect could be reduced down to few blocks as there only enhancements Than a slider system can be used again. For more powerful or bigger than there is increasing demands from the supportive aspect of the crafts system relative to it's size.
The other problem is player visual vs ai, what the ai can do that the player can not do when it comes to visual attacking or that is rendered to the player, as it stands we need a double view of my ship and the other players ship to see what is occurred for in game play, the other is standardize ranges setting maximums ranges than capping for said range. If my big guru weapon need's to hit an object at distance than I need a bigger radar system to reach out so the ai can sense it, and where anti radar would come into play in jamming from being detected. The weapon's range now becomes based on the ability of the radar for distances which is relative to the ship. Current the weapon has a set range independent of radar? I would rather see a relationship between the systems and there uses. Instances of different radars for tracking say of missiles which would be relative for the point defense of distance investment and intercepting tracking and the investment involved in the weapon responsible for destroying it
I enjoyed the slider ruler for tweaking vs unknowingly adding more blocks to accomplish the same task of trying to find a playable middle ground, in the slider your already taking what is there and micro managing for the desired operation without changing the intended design of the ship or the flow of the ship. It 's not crazy unbalanced as there are pro vs con in the adjustment of the slider itself, vs the con of now having to re-alter the entire ship design, because you have to add a block or thousands of blocks just to tweak the system.
I just don't see the gameplay improvements in any of the systems implemented as everyone is going for big missile (nukes) than warp away once lunched using ion shield defense for the closest launch point or people than just warping away from it, not very dynamitic in my opinion, again as the server comes into play as well as to what there settings are intending for game play. I would prefer to see more tactful that overcomes the cheap easy builds because it's not there.