Yes what we really need is more and more complicated systems that make shipbuilding even more impossible to learn for new players.
If you want heat systems play ksp
IDEA:
Ships are already mass/block limited as it is. Instead of having separate fuel storage blocks, just make the thrusters store the fuel themselves.
Full cloak & jam, 2.5 thrust/weight, full overdrive, primary and secondary jump drive, and built to still resemble a ship
It's also a design that's more than 2 years old and still works
Mostly I just think that old players like you and I often lack the perspective of how complicated the game is to a new player because we've been around for so long.
I wasn't trying to take a knock at you or your suggestion personally; just to point out that more complication in every last...
and?
Their damage output is pathetic.
plus a single scanner hit is enough to "uncloak" any torpedo
The funny thing is, turrets couldn't hit the torpedoes either way because AI aim is pretty terrible without massively changing the server config
There are so many other (and more important) combat imbalances that need to be fixed first before this even becomes worth the devs' time to change.
What?
What possible utility do torpedoes have over regular missiles? The explosive blocks are completely useless.
This suggestion is also very...
I have normal mapping disabled
Upon further testing I found that it only happens with blocks placed around vertical symmetry (i.e. the bottom and top of the ship only)
Here's blocks placed without symmetry
And the same blocks placed with symmetry around the middle
Did the new update mess up hull textures?
These were placed with radial symmetry around the center block, and look all messed up
It will be hard to build ship hull with symmetry now without it looking bad...
Plain cannon is not objectively any worse than cannon/pulse
In fact it's actually better as you get 16 chances to hit the target for every 1 chance to hit the target with canon/pulse
The problem is they cannot drain the power of any reasonably sized ship, and are less energy-dense than straight...
What about adding a lower bound to charging time for jump drives?
For example, as you approach jump drives of sizes 1/2000 of the ship, the time to charge goes to infinity
Power drain beams should be an F
Completely useless unless you're trying to disable a tiny fighter with a capital ship, and EMP is much better for that anyways
The best (and most simple) solution to fix the power problem is to raise the 25e/sec/block after the soft cap to 50 or 75 e/sec/block or even higher. That way, large ships can power themselves without docked generators but are still limited compared to smaller ships which don't reach the cap.
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