I think the reason why this is tied to the server config is so admins can prevent players from crashing the server. I don't see why the option couldn't be greyed out in online play however.
I don't believe that would allow for drones/fighters to remember the pick up point for redocking, so it wouldn't really work for what I believe this thread is going for.
At this point universe resets are likely going to be one of the most common types of starting over I would imagine. For ships there's unlikely to be a cause to completely overhaul systems like we needed to with the weapon or rail updates, other then possibly the capital ship mechanics but we...
I definitely agree about the tutorial videos. Not that I'm against having them included, but it's a poor substitute for encouraging the player to learn by doing, like for example using the quest system.
For docking to stations you could just use a pickup point, though they would need plenty of tweaks to use since the AI can only use them to a limited extent.
Something that may make handling moving cargo about is the ability to link cargo storage to transporters, allowing players to beam cargo from point to point. The main advantage to this would be for AI controlled cargo ships, since they wouldn't have to worry about docking etc. A balancing factor...
We have a way to increase a ships stats. It's building a better ship.
What I would be in favor of is NPC level ups, to determine things like accuracy etc, but ship stats should be left entirely in the hands of how good well designed the ship is.
Pirates should absolutely try to either kill or capture (if the functionality exists) captives. Because firstly they never know what's actually on the pod, secondly hostages are useful, and finally you don't want anyone letting anyone know you're there and what tactics etc you were using.
Welcome to the forums.
I believe moons and planet types are indeed planned, but details on them are currently scarce. As for disk worlds, I don't think they're coming back but in the community content you can find:
City Planet
Pyramid Planet
Likewise with the other suggestions you made such...
Until it's practical to defend and there's actual incentive to build multiple stations I don't think we need to worry too much, hard to take advantage of an exploding weakness on an entity that doesn't take damage.
To be honest early on you're better off building a mess of systems salvager you buy from the ship to try to get your head around power and how computer/weapon linking, as well as the build mechanics, work.
Something else to remember is that whilst docked reactors weren't necessarily game breaking, this change also eliminates shield injectors, which where massively unbalanced.
Honestly, none of those are as bad as far as lag goes. Except for maybe turrets, if the player goes too ham with them, or fighters/drones if too many are deployed at once. Drones are generally less laggy than you'd think as well, because most of the lag comes from checks in combat, and you...
Scavs are the only "official" faction that are pirates (well, not counting the 2 ones we don't know about), but I would imagine that a few of the procedural factions will take up a pirate role.
Swarmers aren't even that good at dealing with numbers tbh, they have a habit of grouping up on one or two targets and you can outrun them in most small ships. High regen and good turret placement work better. On the subject of regen, I'm against nerfing it really, as it stands now it's very...
Having them separate is a weak point though. on ships big enough to justify these having a rapid fire cannon with enough penetration to hit multiple reactors is a legitimate possibility, especially on the larger vessels.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.