not speaking to sms longevity... but theres no current or currently planned game that offers what sm does. du is not block by block its prefab by prefab. theres a massive difference in the creativity allowed. that said, im still interested in other offerings
shipyards are super buggy but are awesome for one thing in particular: deconstructing a damaged capital ship with tons of entities. ready to decon and then respawn from bp in just a few seconds.
kz depends on the idea behind it. is advanced more modren than standard? cause we can make more defensive tank armor out of heaier stuff right now... but weight reduction is an important property in a tank because mobility/fuel efficiency/etc. the lighter armor ist better than heavier armor of...
from a gameplay mechanic standpoint, i like docked entities and modular designs, and the improvements and complexity curve they offer. from a game performance aspect. i think the game developers need to either come up with a way to minimize their stability impact or remove them.
mass caps prevent newb bricks from taking over servers, because better engineered ships of the same mass will DOMINATE them. also theres a lot of fun to be had playing without homebases and moving around or hiding.
"And yes, people who build based on RP/cosmetics/whatever will always produce inferior ships to those who build with effectiveness in mind. The only way you fix that is by completely eliminating any mechanical aspect of design, and just give each ship X attributes based on mass. If you ever get...
pan, theyre not "wasted" as long
as youre taking advantage of that power on the entity generating it, or the entity docked to it. there are a few other scenarios you could make use of the power regen in, but stacking 5 docks then using 10m e/s on the barrel will not work right.
i wont argue all weapon are perfectly balanced; they arent. i agree they should be tuned a bit. but theyre much closer to balanced than your argument gives credit. i have used every weapon combo in the game in pvp effectively.
if you know much about the game, you know offense scales better...
as ships get larger, effective turrets get smaller relative. if you want pretty and effective turrets, build bigger ships. the missouris turrets are bigger than its tugboats, and theyre not unrealistic...theyre real. oversized seems subjective.
i didnt dodge it, i just dont feel inclined to tell you. also, the dinky little ship i used to beat the crap out of your bloated mess of fleets and "capital" ships at like 60 to 1 mass... had no docked shields or power. sorry buddy. nice try though.
if you dont recognize why 15 (or far more in your case) additional e/s/b is a good thing, i dont know what to tell you. just because you CHOSE not to make the additional effort as opposed to not being able to, doesnt mean it doesnt exist. youre really just confirming the point, thank you.
lancake your entire post about the old system not being challenging, graphs and all, is contradicted by the fact that most peoples ships had suboptimal docked supplies. also evidenced by people thinking that 194 e/s/b peak is ...an improvement.
theres a cascading reduction in challenge and...
not all complexities are created equal. its a VERY simple matter to protect your ship from the explosive effect of the new reactors, while also mitigating lag clipping warheads in and wrecking the entire ship. it was not a VERY simple matter to engineer efficient and survivable docked power...
if cannons ai or lead is improved to make them able to hit longer range fast moving targets, beams first to be "fixed" to keep them even close to a viable weapon choice, as their broken damage mechanic is propped up by them being the only reliable medium range firing solution.
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