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    1. Pacific_Jim

      Dev Blog : February 17th 2016

      That's a pretty sizable number of ships. I like it.
    2. Pacific_Jim

      Read by Council Suggestion: Basic, Standard & Advanced Ship Core

      I really don't see this adding to the game in any meaningful way. We already have a method of limiting what a ship can/can't have, namely that you can only fit in so much without making a ship bigger. It just makes it more complicated to make a ship with no real pay off to that complexity.
    3. Pacific_Jim

      Planned Pull the player's head out of their ... chest?

      Can't really argue with this. Whenever I'm exploring interiors it's like playing as a child running around.
    4. Pacific_Jim

      How to do systems In a quick manner?

      I normally break it down into sections, starting from the front. There's no "quick" way, but I find being a bit systematic and organised speeds things up a bit compared to placing at random.
    5. Pacific_Jim

      The ultimate drone R&D thread

      Depending on how fast the new rails are drone racks may still have a use, undocking large groups using rails still takes a while. On a side note now that we have an actual system for carriers confirmed I don't have an excuse not to bother fixing the logic in the one I've been working on. Good...
    6. Pacific_Jim

      Dev Blog : February 17th 2016

      Especially when if actual warfare becomes feasible you're going to want to hit as many fronts as you can.
    7. Pacific_Jim

      Dev Blog : February 17th 2016

      Tbh I'd say just building a bigger ship and brute forcing your power generation would be a preferable option to relying on an outside vessel. Between ships moving around, the risk of the smaller ships being destroyed etc it just doesn't seem like it will ever be worth it. The only real way it...
    8. Pacific_Jim

      Dev Blog : February 17th 2016

      That's two contradictory points to be honest. Docked reactors is a pretty big example of a support tool working how it should. If there's any softcaps in the future (which there should definitely be) getting by them to some extent is going to be the best use for support tools. Otherwise why...
    9. Pacific_Jim

      Dev Blog : February 17th 2016

      It's pretty unavoidable unfortunately, unless you make it so a player has to be present for combat, which prevents things like NPC factions expanding etc. I doubt there'll ever be a system of how good the ship is on paper translating into how good it is in practise. Pretty much everything else...
    10. Pacific_Jim

      Read by Council how to fix fighters vs big ships

      How many ships were you thinking you would need on average to accomplish this? Does it scale exponentially with every other ship firing? Because between the difference between charge/capacity and no indication of how long this would take the 200 shield block number you gave doesn't really say...
    11. Pacific_Jim

      Dev Blog : February 13th 2016

      The actual question is how they would use them, since jump drives charge at different speeds and you want to try to keep the fleet together. Maybe a system where every ship jumps at the same time after the last ship has charged?
    12. Pacific_Jim

      Read by Council Fleet Limits Ideas

      Difficult to comment on really until we actually see how ships work. Especially flagships, which from what was described in the previous dev blog sounded like it was primarily there to be the player controlled ship. If that's the case then multiple would be redundant, since ideally you'd have...
    13. Pacific_Jim

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

      I stand corrected. Curious to see how the difficulty curve is going to work.
    14. Pacific_Jim

      Read by Council how to fix fighters vs big ships

      There's a pretty good DS9 episode dealing with the subject, where a ship in the Defiant class controlled by a group of plucky underdogs tries to take on a huge ship by itself.
    15. Pacific_Jim

      Read by Council how to fix fighters vs big ships

      They already have weaknesses. Namely: -Cost effectiveness. As stated, for about a third of the block count you can make a group of ships that would be more effective in combat. This might be minor by itself, but as territory and holding ground becomes more important this will become a bigger...
    16. Pacific_Jim

      Read by Council how to fix fighters vs big ships

      I mean, that's entirely wrong? But sure. It's been shown a few times, in PVP especially, groups of smaller ships overcome giant ships. Within reason, obviously. You tend to need about 5 or 6 ships equally about a third or so of the mass of the bigger vessel. Or, you can go overboard and let out...
    17. Pacific_Jim

      Read by Council Knife to a Gun Fight

      A bit wall of warheads isn't reusable though. That would be a one time use of resources, that likely wouldn't hit in the first place as push beams aren't terribly accurate. Your beam blade idea though is as simple as flying past the ship in a manned craft.
    18. Pacific_Jim

      Read by Council how to fix fighters vs big ships

      Another idea: Don't. At least, not to a massive extent. Provide better options for coordinating groups of smaller ships for sure, so intelligently designed groups of smaller ships can use well thought out tactics to take down larger targets. We don't need arbitrary weak points etc though.
    19. Pacific_Jim

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

      To add to Svens post most of Criss's ships aren't especially big at all. Lengthwise most are under 70 or so metres and the very biggest is only 200m from what I remember. Single player without downloading huge ships is likely going to remain reasonable.
    20. Pacific_Jim

      Read by Council Have planets generate based on meeting realistic criteria, as opposed to random generation

      I'm not really for realism tbh, but I would like more stretches of flat plains on planets for building purposes. I'd also be disappointed if the excessive valleys etc disappeared for good though, especially once there's actually stuff and reason to explore around planets. Large chasms, not...