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    1. B

      How do you build?

      Yes, a tiny bit more detail, please. Besides role, I will also have a size class in mind. My size classes don't use terms such as fighter, corvette, etc. I use the following: Small Ship Fits within a 25x25x15 box Block count not to exceed 80% of box volume Medium Ship Fits within a...
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      How do you build?

      I was reading the devlog and I started to think about how different people approached designing and building a new ship. Do you sketch out a general concept or do you see it in your head? Do you build systems into a hull or do you build a hull around your systems? Do you sit down and crunch...
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      Devblog 2017 - 09 - 21

      Me? I'm getting more impatient by the day for the first release of Power 2.0. Once it's out, I'm going to put it into an existing hull so I can get some degree of comparison. I don't build for PvP. I try for the best systems I can get into a shell I like. It probably slants my views a bit on...
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      Devblog 2017 - 09 - 21

      After some much-needed sleep and reading what was posted while I was sleeping, I think I'm seeing something more clearly now. The concern is that there will only be one true formula for maximum success as a PvP ship. DrTarDIS I think hit the nail on the head. I would like to re-phrase that a...
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      Devblog 2017 - 09 - 21

      Arkudo, I don't mean to say it is actually anti-PvP, only that it is seemingly not being built with high-level PvP play as its sole, or even primary objective. I do think that, if you are going for the highest level of PvP play, it will always be one design paradigm that emerges as the formula...
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      Weapon thoughts

      It's not just efficiency. I'm seeing some ideas unfold in my head. They're actually more to do with the defense of the turret. The way it's handled, more of the turret is beneath than above. It also solves a problem I've been having withe turrets clustered close together, then interfering with...
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      Devblog 2017 - 09 - 21

      By correctly, I assume you mean taken to the absolute limit of efficiency. The problem with that is that it assumes all players will play the game the same way. This is getting back to the concept that the devs are attempting to move away from: The concept of there being only a single path and...
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      Devblog 2017 - 09 - 21

      I'm always having trouble expressing myself properly. It takes me a while to figure it out fully. When I say min-maxing is a player problem, I'm referring to when it is taken to a disproportionate extreme relative to those you intend to play the game with. I have a couple of friends that are...
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      Devblog 2017 - 09 - 21

      I'm not meaning to suggest that rp-ers or pvp-ers spend more time designing their ships, only that they typically design them differently. As far as ever considered balance, it's always been the question of "do the rules of the system affect all groups equally, or at least as the designers...
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      Devblog 2017 - 09 - 21

      I'm gonna put my two cents in here. However, it's to suggest something that doesn't seem to have been considered. Based on what I'm reading, the PVP players are somewhat concerned that the new power system won't actually solve anything in regards to optimal ship design. Based on what I have...
    11. B

      Weapon thoughts

      I need to look into turrets based on the former image. I am currently building turrets based on the latter.
    12. B

      Weapon thoughts

      Fair enough. But please elaborate on how. Also, on rounds, I figured being able to go beyond the turret itself would be problematic. What about just down to the turret itself? I mean, 100% of the modules of the primary would have to be in the barrel entity, as would the computers for the...
    13. B

      Weapon thoughts

      Another follow-up regarding weapons in turrets: Alter C-V linking to work more smoothly across entities. Do away with marking as it is and preserve the C selected module across entering different entities. Allow modules to link back through the entity to which the barrel and turret are docked...
    14. B

      Weapon thoughts

      I'm big on quality of life type suggestions. I leave game balance to others. Since the balance can be mostly rebalanced via config files, I see little value in forcing my balance down other's throats.
    15. B

      Simple turret change for different turret targets.

      That would be good for larger turrets. I would also propose an indiscriminate setting as well.
    16. B

      Weapon thoughts

      Some general thoughts regarding the eventual weapons update: 1. Have a computer that acts as a master firing control computer. Any weapon computers linked to it are fire-controlled via this computer. This should solve the problem of firing multiple different weapon systems at once. 2...
    17. B

      Faction Expansion Ideas.

      Well this is rubbish. Why can't I disagree with one of my own posts? Everyone else can disagree with me, but me. I think this is discrimination. I should lodge a complaint or something. Thinking about my prior post on this topic, I have decided I am wrong.
    18. B

      Control scheme alterations

      I wanted to make sure I clarified my throttle thoughts. When I said throttle %, I meant the % of maximum thrust used on a thruster burn, not % of maximum velocity achieved.
    19. B

      Faction Expansion Ideas.

      Okay. Did not realize the AI was unable to protect or mine sectors when the player isn't present. Learn something new every day. I still stand by my not wanting AI to be able expand territory on its own without some hard limiters or caps in place. I expect that could be in a list of AI config...
    20. B

      Faction Expansion Ideas.

      In the future, might I suggest point form? That is a lot to digest in one go. Insofar as mining goes, the AI can essentially do this already via the fleet menus. The AI can also patrol sectors, again via the fleet menus. I don't think it's entirely desirable to have the AI performing the...