I saw what happened in the original Star Trek movie. You won't be seeing me build any transporters. Keep up the good work, and thank you!
Tested a bit. If another entity is in front of your power supply beam it will ignore everything and hit this entity. So it maybe a turret, another docked reactor, a docked ship or a rail door in front of your power supply beam output that gets targeted. It can be that this is also the problem with docking itself. Somehow the targeting priority is messed up.Is anyone else having issues with docked reactors?
In my case the output pf the power supply was flush with the station it is docked to.Tested a bit. If another entity is in front of your power supply beam it will ignore everything and hit this entity. So it maybe a turret, another docked reactor, a docked ship or a rail door in front of your power supply beam output that gets targeted. It can be that this is also the problem with docking itself. Somehow the targeting priority is messed up.
It probably ignores the wall and shoots into the next entity. As you can see in the gif the beam ignores the ship and an entity i tried to dock between the ship and the reactor and goes straight to the next docked entity on the same ship.In my case the output pf the power supply was flush with the station it is docked to.
I've noticed this with rail docking beams, noticed it pass through the rail and hit the elevator behind it.It probably ignores the wall and shoots into the next entity. As you can see in the gif the beam ignores the ship and an entity i tried to dock between the ship and the reactor and goes straight to the next docked entity on the same ship.
I would prefer a disruptive effect where the shields gradually or instantly lose a percentage of power based on how many people or objects are transported. I don't like the idea of the shields going down completely. Or did I misread that.The only thing about transporters that needs to change is how they bring the shields down. Say make it so they are down for a few seconds based on some before and after transport Cooldown, than shields quickly regen to where they were minus any damage done while under fire. This would help both sides of the debate a bit since on side doesn't seem to care, but the other wants instant regen to where they were or no drop at all. So I figured a middle ground would work.
Internal turrets might help there. And lava pits or shark tanks. Oh wait, no sharks. Yet!Shields wouldn't go down totally unless they got too low in the first place. XD At that point if someone beams over you're screwed anyways. :p
We'll have things more dangerous than sharks to play with in the future.Internal turrets might help there. And lava pits or shark tanks. Oh wait, no sharks. Yet!
sharktopus's or whalewolf's maybe?We'll have things more dangerous than sharks to play with in the future.
:D
I find this trailer offensive not for its content, but for how FLIPPING CORNY it is. Can we not make any better movies?sharktopus's or whalewolf's maybe?
I was hoping for this kind of game play with transporters too! Hopefully it can be implemented. I like the idea of having to lower shields either manually or forcibly, and also the idea that you can harmonize your transporters and shields to work together like they do in Star Trek. The harmony already exists in the form of Faction control, so this should be enough I would think.I find this trailer offensive not for its content, but for how FLIPPING CORNY it is. Can we not make any better movies?
I think the proper way to do transporters is just to follow Star Trek. You have to lower your shields manually (at least briefly) to transport, and there can't be an active shield on the other end. You have to shoot it out or fool someone in the other end into activating one to drop their shields long enough for you to trigger yours. It was balanced for the sake of story in Star Trek and it sounds game-balanced to me as well.
Next update fixes things like that one bug where your beams go through entities to hit docked entities behind whatever you were targeting.I did not quite see this coming. The transporters that it. Hopefully very soon, I will actually get to try them out. In the meantime, schema, I wonder what you guys are planning. The next update is only three days away...
Yeah, if that development cycle actually works out it'll be a lot better for near-term player retention... Personally, though, I was really loving the 1-month development cycle. I dunno.I am very glad to hear about the 2week dev cycle, I hope you will endure it, since it adds dynamics a lot. Glhf schine!