One way to balance this is to make it so having multiple rings of modules increases the range if they are in front of each other. So having multiple rings like that could up the range for each ring but also eats more power. So two back to back separate rings would give you double the range, 3...
There's 2 main intents behind the loot pinatas one is bursting into many clouds of loot rather than just one, the second is they are made of things you'd likely want to keep intact as much as possible so the idea is to try and board them, take out the faction blocks, take out the AI modules and...
Another thing it could use is spawn ranges for the numbers instead of a specific number of a given ship. Could also have it so we could even do this to the blueprints as well so sometimes a BP for a given wave and level wouldn't spawn but other times it would.
Well my splitter is likely to be a big pain in the *** to get done since it is a cluster ship and more like 5 rods of 2 ships each with many sub docked ships, turrets, chaff, and other things. >_> The Cargo ship is basically just ejecting cargo pods out to keep the player going after more loot...
I got 2 more ships left, hopefully I can get them done. XD The Loot Pinata Splitter and the Loot Pinata Cargo Hauler. Basically they both shed entities like mad but one is shedding things likely dangerous and the other is shedding cargo boxes.
Someone obviously doesn't know how to run a game company. >_> Each team within the company does it's own thing and just because they are working on one thing doesn't mean they aren't working on something else. Also if you contract out work you no longer own said work and can't do jack to it.
I'm a programmer myself and here is one of the greatest evils of programming "adding polish and a few other things like it before you are getting ready to be done". If you try and polish something that isn't done you'll end up with the issue of when you add other things that also need polish or...
As far as I can remember the main entity and the base of the turret need mass enhancers. The AI needs to be on the barrel. Also make sure the core of the base core is facing forward and the barrel core is also facing forward.
Highly unlikely they wouldn't be able to compete with logic drives since once they start going off unless you have setup a means of a specific number only being charged and fired at a time you are very likely to overshoot using a large number of them. Worst case I see happening is a small fleet...
So far I don't see how this is op much less hard to figure out how to do. All you need is a logic clock linked to your jump drive computers. Although there is a bug with jump inhibitors not working on logic jump drives so just fix that and the problem should be solved. Also I still don't see...
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