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Showing content with the highest reputation on 10/06/20 in all areas

  1. Everytime I have to wait minutes for that last stupid Fighter to dock something in me dies. Most ships who use Fighters have Transporter upgrades anyway, just let Fighters teleport into the mothership. The current docking is horrendous. If you are by any means concerned about balancing, cause you may think a player should be punished for attacking an anti fighter enemy and shouldnt instantly be able to fix their mistake give it a timer, still better than to not even know when the last asshat is gonna find his way. Or give is a button to execute that Idiot who should have his pilot license revoked and let that raise moral on the ship. last part is a joke...kinda
    1 point
  2. Folks, Factories need to divide available storage space for supplies based on the product unit, not the volume of the supply. Example: my targeting systems factory has 6k of wires, 20k of conductors, 1.7k of energy cells, 2.9k targeting cards, 10k processors. I finally had to go in and reduce the amount of storage in the station so it would stop bankrupting me with massive processor purchases. The fix: 1 targeting system requires 1 targeting card (0.5v), 1 processor (0.1v), 3 energy cells (0.5v), 5 conductors (0.15v), and 5 wires (0.5v). Therefore 1 unit of supplies for 1 targeting system is 0.5 + 0.1 + (3*.5) + (5*.15) + (5*.5) or 7.1 volume. Consider a finished targeting system volume of 0.75 then we have 7.85 volume for 1 unit. Divide the storage space by that number and then break out the individual components. So, the 18.16k cargo hold of my targeting systems factory looks like this. 18160/7.85 (factory space / unit size) = 2313 therefore we should have up to 2313 targeting cards (1x material), 2313 processors (1x material), 6940 energy cells (3x material), 11566 conductors (5x material), and 11566 wires (5x material). and the factory won't bankrupt my empire. A control could also be put in with how many cycles of production materials to store, so I could limit it to 500 cycles if I wanted to. Ideally as finished product started to accumulate it would reduce supply storage so eventually if no one ever bought anything the factory would just fill up with product. Thanks for listening everyone! Eyz
    1 point
  3. The teleporter capacity and recharge speed could be affected by the volume of teleporter blocks. (especially because presently there's no reason to use anything larger than 0.05x0.05x0.05 for your teleporter)
    1 point
  4. Can we have some love for the RTS mode? I like its mode. It's control are lack luster, it have to manually to order ships to attack a single ship rather attack to another when they're finished and the the move order are one-dimensional. My ideas are just few and simple: In RTS mode have its Homeworld-like controls, like the good old fashion hold and drag to move different heights, drag box to attack enemies, to mine asteroids and escort non-player owned ships. Ship formations (like Homeworld) in every form (ship formation editor maybe?), especially when they escort a ship that will huddled together that cause its AI to attack each other, they need to have at least some spacing as best as they can Allows to move freely in different sectors when changing through sectors to sectors without the need of switching different ships then switch to RTS mode. The map where you can see the lists of ships in the sectors are need to be improve. The Fleet needs more organized (like categorized into different types/classes of ships). Ships with radar upgrades will share information to each other so that your ships that are far away will still see the blip on the galaxy map. Group assignments be it hotkeys and/or have them in its own UI thing when hovering through the sector so that way it easily order them around.
    1 point
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