Again, I have no problem with effectively using the weapon. I think almost everyone in the thread is capable of understanding how to use the weapon. I simply don't use it because many of my ships are made to work in a fleet and I don't want to gimp them. I would like if this would cease being a...
Advanced armor OP plz nerf.
Seriously though I feel that standard armor needs some love. It weighs too much for its HP. Its value needs to be increased or its cost (in weight or otherwise) reduced. This is especially true for smaller fighters that have no lightweight protection and need to rely...
I'm not saying that M/M doesn't do effective damage and it does have its uses. What really bothers me about it is that you have no way of choosing your target. Friendly fire is a good feature to have as it forces you to make interesting considerations. That being said it is silly to me for a...
Just made an armor tanking ship the other day and it feels like a god among men. Armor is pretty stronk but I rarely see people use it effectively. A lot of ships I've seen just use a skin tight layer of advanced armor. Might as well just use hull at that point on larger ships.
I'd like to see some real combat tests with this. It sounds good on paper but it seems to me like in real combat it would fall apart pretty easily.
I also second the motion that stuff like this should be patched out because it seems pretty silly from a gameplay standpoint.
Swarmers aren't totally useless but as for their primary function they are not effective except when used solo. This is limiting to gameplay. Friendly fire is still very much possible with other weapons but is not a way of life like the swarmer. If you don't see how that effects fleets (which...
I'm sure that there is a way to balance swarmers without them being useless. I think it is pretty silly for a guided weapon to not be able to distinguish between friend and foe. I never use swarmers because the are literally the perfect way to shoot yourself in the foot. Might as well just put...
Part of the problem is that there is no way to tell how powerful an individual player is. All the pirates spawn no matter what the player has. Isanths may be weak but at least they don't discourage new players too much. Im sure in the future we'll get some more rewards and features for PvE.
I don't think it would be so easy to abuse as I wasn't planning on there being any per entity restrictions. By keeping everything an a per block basis makes it far easier to balance. Every single block has the same trade off to the ship. You are using mass and power as a trade off for increased...
Again the system itself is not complicated but it makes planning and implementing power systems require even more thought. Lets take an example.
I have a fighter that has 75,000 regen split up into 5 reactor groups. It has many of the systems you mentioned. Now the regen for thrust alone is...
I have to agree that it seems quite complicated. The idea itself is simple and easy to understand but it adds a lot more into ship building and the game code. You would have to build power systems for each individual system which is a lot more work then simply placing blocks down. On top of that...
The health values seem rather arbitrary so I would assume when there's more blocks added they'll be tweaked accordingly. I don't have a problem with forcefields being super strong aside from fighters. If there were regenerating quick enough it would make fighter on fighter combat not fun at all...
Maybe you can only see the metrics for systems that you have some connection to. This could be represented by some sort of station, block, or even just a ship parked in the relevant system.
This could definitely work. If you have the blocks represent pixels in the sprite it should work quite well. I wouldn't be surprised if this was the end game for the LOD system.
I think it would be cool if we had cores for things like docked doors. Beyond that I don't see the point in having different cores for different types of ships. Fighters already work quite well. Cap ships are already planned. Maybe some alternative power systems or other mechanics that benefit...
I'm talking about actual war not the political declaration of war. If you are fighting that generally means two sides against one another. If that is so then both sides would be armed. If both sides are armed and ready to fight that sounds pretty mutual. Countries have been invaded before with...
Thank you you've given my something to get me started for the day.
As far as acceleration goes I haven't done that much testing but push/pull seem to give you a big boost in one direction when compared to a normal thruster. I think its somewhere like 3/1 - 4/1 versus a single thruster block.
war = a state of armed conflict between different nations or states or different groups within a nation or state.
That seems pretty mutual to me. Pretty sure if war isn't mutual its called rape.
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