Recoil is always a backwards push with an upward jiggle. However, turrets apply it correctly based on their orientation to the parent, so you can, with turrets, balance things out.
This could be used to give us jump drive autocharge for a much smaller chamber size.
Although really, I'd prefer jump drive autocharge to just be a toggle you always have.
HB invulnerability is, for the most part, fine, and very important to prevent domination by established factions and random griefers.
The real question is how we get players to want to build multiple stations for an optional benefit. How do we make it so that you aren't always processing ores...
Homing missiles at 1:1 ratio are just way too slow for stopping the sort of maneuverable targets you'd expect to use them on. Meanwhile, homing missiles at 1:0 ratio take forever to lock on, making them useless. I think all ratios should have the lock-on speed of the full ratio for them to be...
My big issues with the current system are that:
There are too many types of ore
It's not intuitive what types of ore do what
It's also not intuitive what factory types do what
Factories are incredibly boring to run
3 is the thing about simplification; it would indeed be much better if we just...
You should test beam-cannon to see if its more frequent firing alleviates the layer-stripping issue. Something to note is that AI doesn't use beam very well because it won't, as far as I know, retarget; an actual player can click again to tell beams to stop making lines on the hull and start...
Ah, weapons testing. Let's see what my test platforms do in 201.129... CompuPrise test target has 309k shields, and I added some stuff to it (most notably, that gray ring is actual armor). All done at point-blank range with 4x 3x5x10+1 weapon groups, slaved weapons systems being 2 of the 4...
I'd put it more simply, see lesson #19.
Anyways, I should take a look at missile capacity again. Last I tested, it was actually somewhat reasonable, but it sounds like it went to back to needing a crazy amount to get a few more missiles.
Shields and weapons will be problematic because the weapons update is still in development and both can (and already have) change radically multiple times. I recommend holding off on them until weapons update hits release.
Further testing shows cannon-missile is still absolutely, completely bonkers, but unfortunately doesn't work on turrets. I'm thinking fighters could have it as a rear gun that instantly accelerates them to max speed while tearing apart anything of a similar size in one shot (RIP pursuers).
Yeah, dev builds can be quite buggy. I was hoping to see whether the new range includes damage dropoff, but a bug seems to be making ships more than a sector away from things unload their shields.
Also worth noting that with 7 cannon turrets (reaching 100% power utilization with just them and...
So, give shops actually decent interiors including some indoor shipyards and hangars instead of just being notched sticks in space. Not only makes for a much better feel of a world, but also protects new players or those who just lost their ship from pirates.
Basically, things feel better when...
Add a small fixed power cost to each turret and it should encourage having fewer of them. Many many small turrets would just eat up your power.
Turrets on fighters actually do make sense for limited purposes, and Star Wars has some examples (mostly on bombers, which are less maneuverable and...
The main point of air would be to need it to keep crew alive (presumably wouldn't be instant, allowing them to repair breaches etc.), so ships would need actually-separated interior spaces which would make a ship feel better in terms of design. Right now, ships are often just a few hallways, or...
2km is actually a buff for default sector sizes (previously 1600m), and they talked of moving to set ranges instead of sector-dependent ranges a while ago in a Q&A.
550m seems a bit small for DS9 considering its interior size, combat capabilities, and average on-screen size.
For the interior, there's a rather large mall-like area with two levels in the center near the top (the last shot of the series is a zoomout from the windows of it, for reference). The...
Picking up spawned turrets has been the one thing that has made me give up for a night testing weapons in dev builds. I wanted to test a few dozen little cannon-cannon turrets and it did not go well.
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