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    1. Ithirahad

      Dev Blog : February 17th 2016

      It's not bad; just looked funny at the time. I understand why it was done, and it made sense.
    2. Ithirahad

      Dev Blog : February 17th 2016

      That's hilarious... They look like cute little arrow bugs swirling around :P ...Actually, I suppose they ARE 'bugs' swirling around. Or at least bugged AIs... You should have seen the rail dev builds before Kupu's textures were put in. Schema had gone and drawn MS Paint arrows for rail...
    3. Ithirahad

      Devs,what will be the the average ship size in single plaer.

      The closest thing to this would be occlusion culling, which was already implemented in some form but has been disabled, as apparently calculating what to render or not render was just as performance-heavy as rendering the unnecessary polygons in the first place.
    4. Ithirahad

      Anyone up for murdering the dev build when it comes out?

      Builds will be released to DEV branch when they are able to run on a server; the current prebuild is singleplayer-only. Also, yes, there are no fleet commands implemented in that build, but I'm pretty sure we'll have a lot more stuff by the time the update comes out. (By the way, the ongoing...
    5. Ithirahad

      Dev Blog : February 17th 2016

      Yep, there definitely should be a bit of RNG involved, but not to that extent. I don't give a crap if your Isanth pilot is a Jedi master and the best pilot in the entire Alpha Quadrant, if your weapons' DPS is below the opposing ship's in-combat shield regeneration, you're not killing that ship...
    6. Ithirahad

      Dev Blog : February 17th 2016

      Eh, for now I think the algorithms can just use a balanced version of the current ship ratings + ship stats + sanity checks for power consumption vs power availability + thrust configuration + the Great Triangle of PewPew (Range/Fire Rate/Damage). Yes, it isn't optimal, and yes, there will be...
    7. Ithirahad

      Dev Blog : February 17th 2016

      ...Come to think of it, perhaps we could just let it be for now, seeing as Schine evidently has plans for a much less jury-riggy mechanic for reactors.
    8. Ithirahad

      Dev Blog : February 17th 2016

      Wouldn't hundreds of those things running weigh things down quite a bit? I guess this could only apply for player factions fighting; NPC factions can use a more simplified algorithm I suppose.
    9. Ithirahad

      Dev Blog : February 17th 2016

      I never said that every engagement *should* be loaded in and simulated like a player fight. This would cause a ton of load and someone would probably figure out how to exploit it to keep even more tons and tons sectors loaded while they're away and grind the server to a halt, if it somehow...
    10. Ithirahad

      Dev Blog : February 17th 2016

      Mmm, I'm imagining a giant cracker (kinda like Krazzydragon's flying cookie) that's a space station.
    11. Ithirahad

      Dev Blog : February 17th 2016

      There are so many potential possibilities that I have no idea what the first thing is that I'm going to do, besides set defense fleets of corvettes and frigates around Aethi territory. I'll have to look at what's possible.
    12. Ithirahad

      Dev Blog : February 17th 2016

      This has officially gone too f'R' at this point... Rix pls
    13. Ithirahad

      Dev Blog : February 17th 2016

      Cheater. :P
    14. Ithirahad

      Dev Blog : February 17th 2016

      I find you lack of an 'R' disturbing... :u
    15. Ithirahad

      Dev Blog : February 17th 2016

      Oh gods Homestuck... Was not expecting Homestuck... Really, it's 2016... Anyway, yeah, the unloaded fight simulations do sound good in theory, but inevitably there will be some design that is cheap and really ugly and works exceptionally well in unloaded-engagements and inevitably people like...
    16. Ithirahad

      Dev Blog : February 17th 2016

      Why the did you spoiler that?; it's not THAT BAD as walls of text go...
    17. Ithirahad

      Dev Blog : February 17th 2016

      Is all of this Fleet Mission stuff (Formations, Salvaging, auto docking, cargo stuff...) coming out in this next update, or even some of it, beyond the basic "Follow this ship, attack that ship"? Because something tells me it's not... In any case, though, this dev blog details a lot of things...
    18. Ithirahad

      Dev Blog : February 13th 2016

      Eh, for a while they will be drone swarms, but ideally flying normal AI fleets will soon/eventually require NPC pilots for all the fleet ships. A drone controller which synchronizes AIs to work a bit like pilots and be able to follow a carrier, could then become a capital ship system.
    19. Ithirahad

      Dev Blog : February 13th 2016

      Ideally, in the future, the limiting factor of fleets would be crew. They, of course, might cost faction points to keep around... And faction points when they die, too.
    20. Ithirahad

      Devs,what will be the the average ship size in single plaer.

      Yeh, there's really no point in talking about overall mass limits ever, but especially when the game's engine is in its current only semi-optimized state... I'm more concerned about graphics lag, where I doubt there's as much room to optimize...