This came up recently as well, in the context of weapon power draw.
Because game is designed to encourage lower output numbers with a scaling energy penalty, but people bypass the curb by adding more docked weapons. So to uphold the intent, docked weapons - including turrets - ought to be...
Nice thinking. I guess you would have to manually reset the sensor device every time you passed by a hostile.
Hmmm... and I just realized that either your way OR with a dedicated proximity sensor, the logic could also override your manual control of the ship if you had the proximity alarm...
Exactly. Good fun in it!
And maybe there's no reason they couldn't be tricked into waving your farm station repeatedly by, say, luring one of their fleets to a pre-deployed battlestation that they would then be aware of and want to take out?
And excluding major overhauls doesn't mean no new systems added on top. Technically. So it's not necessarily a closed door on systems, it just means that any new systems will conform to the existing system rather than possibly disrupting existing systems.
Good point about the small sector sizes. I missed that in the Q&A. I think it's well done so far, though we won't know for sure until it's actually in play for a while.
This is true, and it is the other side of the coin. If the NPC empires can track people, we need the same ability...
And I do like the idea of a more threatening empire, but being unable to hide anywhere?
It seems extreme and kind of 1-dimensional. If I go into deep, intergalactic voidspace...
Anyone else bothered by the fact that if you admin warp a prototype into trader space to test weapons on their ships, then admin warp like 50 systems away into intergalactic voidspace or even into the next galaxy, somehow their faction goonsquad still eventually catches up with you and they send...
I.
Little, but some. If the scattering of stars amongst super-sectors were more randomized at least it would be nice. And super-giant stars could get giant systems of 27 super-sectors, for some variation.
That said... I think your approach would be best, but I also believe that it is liable...
I'm wondering if the nerf to beam range at least was the result of some of the discussion that happened here last week about how OP beams were...
Standard beam seems to have a range cap of 2km now, rather than a sector-based range cap.
Have they said anything about shield drain/supply?
I expected them to be set up during the current phase, but they seem to be non-functional. Power drain/supply as well. Are they all on the block with pulse?
I like things like this because it's a newer member making a legitimate effort to engage. I prefer to encourage (polite, curious, constructive) new joins even if they are a little off base. So it was an A for effort like - he will eventually learn more about specific dynamics.
This is...
Only if we assume a minimum speed or something similar must be achieved, I think. Otherwise it becomes possible to maintain identical weapon & shield power, crank reactor points up to 300% by pouring on stabs, and just accept a ship that moves slower. And not a lot slower, with the way thrusters...
Sounds interesting. Stability could be a good balance to overclocking reactors, since if it lowers enough it not only makes your reactor more fragile, it directly reduces your power generation potential, but wouldn't people just pour absolutely loads of stabilizers onto their ship to compensate...
Apparently. It was funny because I was getting ready to report a problem with the asteroids until I saw it. Was on the official dev server though, so... it was someone's.
and after a while you hit a few clusters with roids that don't seem to be loading properly, with giant, cubic chunks of them unloaded, then next time you check your cargo you see tons of mineral, ore, and crystal, plus one build block...
Yeah, I make so many ships, but 3/4 of them I never finish because you always need turrets to finish and it absolutely sucks to do if you have more than 10 or 20 turrets, and that is often enough the case.
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