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    1. MacThule

      Acid Model for Salvage Beams

      I've seen this come up a few times now since acid was implemented; it seems a logical step. There may be some hesitance to abandon the current mining system because it's complex and rewards engineering. There may be a compromise somewhere. I think that with a slow rate of acid spread...
    2. MacThule

      Universal Self-Contained Reactors

      I made a cute little self-contained L11 reactor template that I've ended up using for several ad-hoc test stations (mostly target platforms). I just polished it up a bit to make it even easier to configure the chamber section, and it came out pretty nicely so I wanted to try and build some...
    3. MacThule

      Specify Chamber w/ Double-Click

      In the chamber menu UI, we use double-click to select the chamber type from the tree, but when it returns us to the main chamber interface we can't use double-click on an unspecified chamber to bring it to the specification tree. Probably would be smoother and more intuitive if we could use...
    4. MacThule

      Beta systems reward redundancy

      I think I just never thought to drop chamber buffers after they put in the system failure delay, assuming that even if failure is delayed, having a tiny buffer wouldn't hurt in terms of improving the chances of systems remaining functional after combat (say after victor with light damage sustained).
    5. MacThule

      Beta Galaxy needs more than just Isanths

      Good job digging into the complexity of the issue. Hard to know where to start! The option of allowing players to select a role and then pick a starter ship from within that role is very MMORPG and would definitely be cool and intuitive, but does bring along with it the 'false start' issue you...
    6. MacThule

      Beta Galaxy needs more than just Isanths

      I know this one has been around several times before, but with Beta Galaxy coming around soon-ish, I think it's time to revisit. Idon't actually like starting players out with a ton of random components and $50k in their pockets. It's a hassle, but honestly it's no harder to survive than when...
    7. MacThule

      Recent Observations on Fleet Miner AI

      Mmm, well they also dance around a bit less and don't seem to constantly mash into each other anymore, but those are minor differences and I was more focused on performance problems here. I'm mostly hoping anyone else who has specific details regarding fleet mining AI problems (specific items as...
    8. MacThule

      Recent Observations on Fleet Miner AI

      Some issues with mining fleets right now, since AI is up for work: 1. Individual drones occasionally attempt to fly directly through their target to take up position in the surround formation, resulting in collision. 2. Fleets still often refuse to begin mining without re-logging, and almost...
    9. MacThule

      Help: systems in big AI drones?

      It's funny that you mention this problem and it is a good share, because I hadn't realized that within the poorness that is current missile-PD relationship. Turrets should probably function similarly regardless of position relative to a ship's center of mass. Thank you for sharing! It's funny...
    10. MacThule

      Help: systems in big AI drones?

      Since the primary function is station defense, you can probably skip on any serious thrust power (even down to 1/2 might fly) and mobility chambers are right out because they will almost never in their lives need to travel more than a few sectors. I agree with Dr. Whammy that stealth anti-lock...
    11. MacThule

      Do not make this game die

      Yeah! It's fail as fuck! Bad dev choices, bad bugs, bad engine, bad forums, bad progress, bad alpha (beta is gonna be even badder - the worst. You're gonna hate it.). Also... been around way too long, and everyone knows how bad that is. If you don't, let me tell you - it is bad. Three thumbs...
    12. MacThule

      Turn down salvage beam intensity a smidge...

      Wondering why mining beams don't do acid damage. It would certainly reduce the number of outputs needed; a single-layer waffle would be more than sufficient.
    13. MacThule

      Either Simplify or Expand Factories

      Allowing more variation in recipes and breaking things down sounds great. Not sure if a factory block cap makes sense; it seems kind of artificial. I think having a soft-cap or making factories a trade-off might be best. I wonder if it would make sense to have factories use a portion of our...
    14. MacThule

      Either Simplify or Expand Factories

      Awesome. Those reductions (time, materials) seem a bit much at first glance, but I assume they were rough examples, plus it's hard to say without some playtest first. Something along those lines could be a very nice enhancement to crafting. I love the idea of a small % chance to pull in a...
    15. MacThule

      Either Simplify or Expand Factories

      Good point. This is possibly a factor in retaining a tiered factory system, if it gets some work, so that at the basic tier it is easy to produce basic hull, thrusters, salvagers, glass, etc., but in order to craft shields, weapons, jump drives, etc., you need to learn the complexities of an...
    16. MacThule

      Beta systems reward redundancy

      Because in past testing, when I have sustained damage, I have ended up with chambers that do not work.
    17. MacThule

      weapons update design philosophies

      My approach is still adapting, but currently I have been using an approach to systems based on percentage of reactor used (i.e. looking towards the final performance experience will be for the pilot). So if I'm working with a L10 reactor on a fighter, I am assuming maximum mobility at whatever...
    18. MacThule

      Beta systems reward redundancy

      Just an observation here soliciting any comments or discussion. The new pre-beta systems seem to reward a degree of buffer or redundancy in design. Prime example is stabilizers; I can build a fully functional ship with 25% stabilization, but new weapons are extremely brutal on systems, so every...
    19. MacThule

      Either Simplify or Expand Factories

      But do they actually though? Now you have me wondering! When I've set up factions based near spawn specifically organized to mother noobs and boost the pops on public servers before, there are some new players who after a week or two are like "Hey, I want set up my own factory and shipyard so...
    20. MacThule

      Either Simplify or Expand Factories

      Yeah - add complexity while keeping dynamics relatively consistent. Not a bad idea. Should be pretty easy to implement some new enhancer sub-blocks that can be slaved to the factory interface comps. It would be better than the sort of arbitrary 3-tier system. Instead, you need to chamber the...