- Joined
- Jun 20, 2013
- Messages
- 149
- Reaction score
- 13
Yep. Good defaults are extremely important. It would be quite annoying for players if they had to make new ships for each server just because their balance is different.
Are YOU actually reading the posts? We get you agree with us on that but you're just dead wrong when you say that serious gameplay flaws should not be addressed until a later date. FYI by the time that "later date" comes around, they will have supposed to have been FIXED already long prior. That's the spirit of a beta. You can't get to it if you don't solve the major issues plaguing the game first.Any of you actually reading the posts? I agree that the default values for the economy are important. But it doesn't matter in this game's early alpha state
This sums up pretty much every issue I have with ship construction as it is currently.I do not believe that shutting off regeneration altogether during combat is an option. Frankly, I find the "reduced combat regeneration rate" idea to be a lot of nonsense. I don't care what my regeneration rate is like outside of combat, as long as my shields get back to full in a reasonable period. Meaning, the only time I care about regeneration is during combat, and if you take it away, or make me fill my ship with a million blocks just to get something survivable, it's not a valid system.
I like that there are now two separate blocks, allowing players to customize their capacity and regeneration, but the settings are much too low in my opinion. I tried making a fighter last night, and it quickly ballooned into a small ship as I tried to fit enough blocks for it to survive a battle with a typical band of Isanth pirates. More blocks meant more thrusters, more power, etc. I don't believe it is the goal of the developers that players's ships be nothing but a ship core wrapped around a ton of mechanical blocks. As they balance these settings, they need to allow for players to make decorative decisions, as well. There are plenty of threads talking about how to fill the space of ships with bridges and crew quarters, or showing off their design ideas. As I'm refitting my ships to include regeneration blocks, I'm growing increasingly annoyed each time I have to ask myself if I should maybe fill in a particular room with blocks instead.
I think Calbiri said in a video that there is a bug with shielding when it comes to small ships, because as of the update fighters have way too low shields, and the shields of titans have multiplied many times.I must say I do very much love that we now have shield generators and shield capacitators.
But I do feel like the shield capacity is too low, especially on smaller starfighters or on turrets now. I would prefer if we had more capacity, but simply no regen during combat. Regeneration should pause when you get hit, we already had that once, I liked it. Not sure if the majority did not, but that must be the case since it was removed.
Why don't we make it like this: Big ships have longer regen-cooldowns, like a few seconds, since if they actually manage not to get hit for multiple seconds (which gotta be hard due to their size) then they should start to regen. Small ships should have regen times of a second. So smaller ships can take a hit, try to dogde, quickly refill their shields and get back in the fray.
Right now, like I said, I feel that the capacity is simply too small per block and you also gain less shield per block placed. I preferred the linear system. Perhaps to balance it we should give a constant power consumption to shields? That way shields are always using power, not only when they regenerate. Due to the low capacity it is also hard to make turrets able to survive being fired at, without lowering their firepower too much. I would prefer if the hostship's shield would also cover the turrets. That way the turrets would be pure weapon plattforms.