I think this warrants a new "Hull Cutter" factory block which has all of the old conversion recipes. And indeed, shipyards and blueprints should only require full blocks.
That's the fault of the developers using a silly RNG integration without sanity checks/caps and has nothing to do with the nature of numerical combat itself. RNG results like that don't have to happen.
Personally, I'm kind of hoping it requires crew, period, unless you are flying a carrier with carrier drone-link modules to control BOBBY AIs. (These modules should also cost power)
Stations should get a ship construction time based on mass as well, TBH. I see no reason why these blocks need to act any different on ships or stations... Stations should just get some defensive buffs, and otherwise be no different from an immobile ship.
You can double-tap right shift to lock and unlock from free camera mode. Remember, though, that when you do this your weapon aim is locked straight forward and doesn't line up with your camera.
...Apparently the pre build can run on servers now... Still waiting on a major bugfix though, which causes anything larger than a tiny fighter to move super slowly.
Eh, it's currently impossible to follow things, though. Jump range is actually higher than scanner range; I think we may need it to be possible for scanners to trace who recently warped out of a sector and what direction they went.
TBH, as people keep saying, if a faction is known to be fielding dedicated unload warships, people will simply fly over to their AI fleet battle sites and rip apart all the nooby cubes like butter...
Yep. Massive pastes are disproportionately laggy, because for some strange reason it draws ALL the faces of ALL the blocks, resulting in a dense clusterfuck of polygons that will screw over any non-super-powered graphics card... Just give paste previews the same inner face culling as everything...
AI is getting at least some reworks in with the fleet system. Don't expect miracles, but it seems to be at least getting things like collision avoidance.
Yeah. It just starts to look funny when the collision avoidance functions start activating in cascade with small ships. You end up with a bunch of entities wiggling around like bugs to attempt to turn away from each other and repeatedly get out of collision range as they orbit the flagship to...
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