The first example you give is a pretty big deal though. No point in mining if you can't hold your haul.
And even if the player never needs dedicated cargo ships groups like the Trade Guild will still be flying around in them. So maybe players will want to engage in a bit of light piracy.
Convenience, mainly. Orientating in a 500m+ ship is a hassle, whilst in a smaller ship it's pretty instant. Makes getting from place to place much easier. Smaller ships are also much cheaper to build, so if you have a way of mobilising them they can be cost effective.
To be honest other than performance, and a bit of... weirdness... in the generation (floating platforms, trees half embedded in the earth etc) my only real issue with planets is that once you've seen one you've seen them all. I would imagine that will improve as more is added to the game, we...
I don't necessarily agree to be honest. At least, depending on the faction in question and exactly what we mean by "weak". For pirates and the TG I think they should always been weaker than what the player can build in that relative size. I don't see it being that big of a detriment to...
To be honest as long as the TG and pirate ships are functional, I think focussing them on aesthetics would be a better idea. Or at the very least the ones you're likely to encounter as a new player/in the early game. Every single ship the player encounters having min-maxed out systems and...
It's also been said that new features take priority over bugs, as long as things are more or less functional. As stated above, fixing every bug would be a waste of time, since they're likely to just break again (or the code with the big is completely replaced). The point of alpha is to make sure...
This came out way quicker than expected. Quick question on the repair option, does it restore your ship to blueprint (or design now I guess?), with things like docked ships and turrets restored, or just repair armour/hp?
Like others have said, surface shields are much easier to work with performance wise. I would be up for some form of system to bypass (some) shielding as you get closer, but I think more convenient repairs should be implemented before this.
I can get behind making stations tougher, but I think what we need is better AI for stationing ships to defend them. It's much harder to attack a big pile of shields when you're being pelted by 20+ ships.
Cannons and Beams are outright better than before. Both because you don't need as many blocks with them, and they're better at dealing damage to armoured target than missiles are. Advanced Armour can eat missiles really well, and missiles pretty much always count as hitting armour due to the...
As far as having salvager ships operated entirely by AI who go off and munch up asteroids and planets whilst you stay in your base I don't really see happening, at least in that way. That's a lot of extra loading and entities the server will have to keep track off.
I wouldn't be against Trade Guild ran docking stations with invulnerability, to give solo players an option other than making a one man faction, but factions expanding should involve a risk. I would rather have AI improvements etc for giving factions ways to defend their outposts.
I think he means his ship overheated without actually being damaged. Which I have sort of seen before (it was a big ship and things were lagging out like crazy, so I just assumed it took the HP damage but the block damage never rendered), but never been able to reproduce.
I think once ships have a more reasonable way to repair themselves shields should be relooked at (at least in relation to turrets etc), so that astronauts can fight boarding turrets without being a legitimate threat to the mothership.
As for dealing with "griefers" you might want to look into...
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