Jump to content

Riftmaster

Members
  • Posts

    25
  • Joined

  • Last visited

Posts posted by Riftmaster

  1. This may be mostly thematic, but it also has a functional/workaround aspect.
    Depending on fighter speed and maneuverability, small hangers are hard for them to dock with.

    My suggestion is to give players the option of designating which hangers may launch and which dock fighters.

    This would allow a ship design with multiple tiny "launch bays or tubes", and a larger "landing bay".

    This could both be thematically pleasing (Thinking Battlestar Galactica design here, but there are many others), but also functionally effective, allowing multiple launches in quick succession and an easier docking of the returning craft.
     

  2. If this suggestion would break the intended default economy of the game, please ignore it.

     

    Suggestion: Add a block type or option for assembly block that processes scrap and ore into resources.
    Alternatively, add a module that allows this, perhaps reliant on assembly blocks for amount processed.

    I'm not sure what beyond that would be required to allow an R-mining/salvaging fleet to have one or two refining ships traveling with that would process their efforts into resources.

     

    I am aware that there is an existing mod which adds a module that refines scrap/ore on a cycle, specifically (as it appears on Steam): 
    [2.0] - (SDK) System Upgrade - Commercial Refinery Bay

  3. A fairly common thing I find myself doing is creating a smaller scout or hacking ship that docks with my my primary exploration ship. This allows the hacking modules to be mounted in it, and not take up slots on my main ship which are only used occasionally.

    While it is possible to dock with a larger ship while flying a smaller, the larger ship's docking beams will not draw the smaller one in, and you have to manually make hull to hull contact by carefully maneuvering the smaller ship.

    You can, of course, switch to the larger and draw the small one in.

     

    I am curious whether it would be possible to add a togglable option to allow the larger ship's more powerful beams to draw your small ship onto it, while still flying the smaller.

    More thematic and all that.

    Incidentally, this might allow creation of a mothership that has multiple smaller ship docking bays more feasible, since you could fly into the bay and dock instead of flying in and then switching to mothership to dock.
     

  4. On 11/12/2020 at 12:22 AM, MoreChainguns! said:

    I've seen a few designs with  over a million Omicron...

    Has anyone ever built a ship with anywhere close to a billion Omicron?

    Would a ship of that size be redundant in combat?

    Depends how fast you want to kill the enemy.
    Or, alternatively, accidentally piss off an ally.

    I think you could do it with a relatively small ship, assuming you had the right mods.
    There are mods out there that vastly increase the turret slots systems give, so that (for example) exotic turret control systems give +120 turret slots.

    Assuming you have other mods which increase weapon power or add more powerful weapons, you could possibly get omicron that high.

     

  5. A workaround might be to dock a small "Admirals Barge" to the mothership, enter that with the player, then give orders to the mothership.
    Haven't tested.

    Edit: Seems to work fine, I made a starter ship and docked it to my battleship, then went into strategic mode and gave the battleship orders while playing from the starter ship.

    Edit 2: Could take this a bit further and design a mothership with a bridge or "captain's quarters" that is a separate ship, then put your player in that and ride around in style.

    Disclaimer: I have a bunch of Mods installed, it is possible one of them is allowing this to work.

  6. Unless I'm doing something wrong, ordering a captained carrier docked with my mothership to salvage automatically undocks it, before it launches salvage fighters.

    Is it feasible to allow docked ships (or modules) to fire weapons or launch fighters?

    The configuration might be complicated, but it might allow you to design a "mothership" that docked various modules and could effectively launch far more than 120 fighters.

    Or could mount far more weapons?

    Or for that matter could be configured with different modules depending on mission...

  7. But at the moment, wonder: if ships needed a host of materials, making them would be inordinately challenging or get cumbersome, and the starting probe-ship would need a big enough cargo hold, or would need to be upgraded to a full-blown "starter ship".

    Or there would be "ship class requirements": the player's ship volume would be limited until certain things are added to the ship. (It'd get weird as, for big ship blueprints, there would be "ship eggs", floating cargo holds to hold the upgrade materials before "upgrading" ship class and evolving into the desired ship.)

     

    My thinking is more of the reverse of this.  If the devs think making a ship should be easy because otherwise it would make the game too hard to get into.  Then why is trading and turret production so obtuse and completely different from how ships are made.  Even though those elements don't really seem to fit with the logic the rest of the game works on?  That, and you can't even make ship systems.  You can only upgrade them at a research lab.  Which can also do with turrets.  Also, this it doesn't cost anything.  The labs just freely combine items together and reroll the stats.

     

    That means there are three totally different ways of making ship parts, if you include the ship itself as just a part.  Three methods of creation that have no logical connection to each other.

     

    You can get free turrets by killing a bunch of pirates and aliens, keeping the best ones, and throwing the rest at a mob of mad scientists in a box who sometimes toss you back something really nice.

     

    Picking your result is way more in-depth.

     

    A bit too much IMO but then I haven't dived into it yet.

  8. I have only ever looted them from killing the end boss

     

    They also suck :( because they shoot only straight forward.

    So unless you wana run around with your camera  directly behind your entire ship so you can't see any thing don't bother messing with them lol

     

    Actually have been wondering if there will ever be a way to reposition the camera towards the front or back of the ship - currently we have vertical and horizontal adjustment only, so far as I  know.

  9. Pirate torpedoes can be irritating, but with sufficient engine power (most of my ships have 2500-3500m/s with boost) you can outrun them if low on health/shields.

     

    Or make a short boost at right angles to their attack vector when they get near, they don't turn so well and can be dodged.

     

    Or put a few point defense or anti-fighter turrets on, although they miss if you are maneuvering alot.

     

    Or manually fire your chainguns at the torp (early game).

     

    Or boost right at the torpedo (try to make it miss to one side or the other) and go take out it's launching ship so no more show up (I usually kill those first in a pirate nest hidden mass sector.)

     

     

    I actually have yet to use torpedoes myself, oddly enough.

     

     

  10. Some ideas:

     

    Cloak energy usage increases if moving, proportional to speed.

     

    Cannot fire while cloaked, and after decloaking there is a cooldown period before firing is possible, which is effected by material type and other such parameters.

     

    Fighters cannot be controlled while cloaked, but will follow the last order sent.

     

    No interact menu while cloaked (so no communication with AI ships, stations, or even your own AI minions). Possibly add a special trading system that allows that part at least while cloaked.

     

    Scanners can work while cloaked, but are much less effective (maybe half the range or something?) because obviously they must be passive.

  11.  

    Travelling Equipment Salesmen ( XSTN-K IV ) - All Turrets ~ +5

     

    Travelling Equipment Merchant - One of the most horrible Artifacts to get is the Travelling Equipment Merchant's, All I can say for you is to Stay in the sector long enough untill he spawns.

     

    Oddly enough that's the only one I have yet acquired.

     

    But then I often warp into a hidden mass sector, kill some pirates, and end up in a nearly unending salvaging -> fighting -> salvaging loop, so I'm there awhile.

     

    Ran into a traveling equipment merchant and picked it up.

  12. [While that sounds possible it is basically not .

    You see even though every thing is weightless in space thrust to weight ratio still matters. And at some point the size/mass/weight of an engine gets so large that it becomes to much for it to effectively move it's self.

    Now the max size  changes according to what ever fictional  technology that is being use but even with the most amazing ludicrous tech you can think of  any thing the size or mass of  a small moon would not be able to move effectively. 

    You be talking about year long burns to even change your  orbit , and you can totally forget maneuvering in battle.

    It did employ various fictional technology to allow things like traveling through an artificially created wormhole, some kind of warp drive thingy, and above all (for purposes of moving a small moon) ability to control or at least produce gravity, and nullify it.

     

    Basically, if it isn't currently known to be possible, there was a tech that addressed that and allowed it.

  13. I've been considering trying a small fleet.

     

    What I'm gathering from this thread is that any fleet needs guards now, at least if inside the trigger limit (mentioned a few posts prior)

     

    Could I have a salvage and/or mining support ship follow me around helping pick up loot, or should I just go with salvage/mining fighters?

     

     

    I had a brief vision of a homeworld-like fleet, but that's probably a few iterations down the road.

  14. I recall reading several Sci-Fi books/series that imagined spherical ships the size of earth's moon or even larger.

     

    Filled with generators, shields, engines, weapons, and hangers for smaller ships like battleships.

     

    Basically, a more mobile deathstar.

     

    Frankly a bit ridiculous, since there ended up being dozens of the things in a ridiculous-scale battle.

  15. I've built a few ships using combos of Inertia Dampeners, Thrusters (both directional and regular), and Gyros to get maneuverability.

     

    Generally speaking, I think Thrusters work better the larger volume the block (more power) and the further away from the center of mass (more leverage).

    Based on what I've read/watched, I think in earlier game versions it was surface area rather than block volume that was more effective in terms of thruster power.

     

    Thrusters work the same even when covered by other blocks, although it can be cool to have them exposed and see the maneuvering jets (but they can't take hits like Armor when you encounter enemies with shield-penetrating or depleting weapons).

     

    If memory serves (I'm not at my gaming PC right now), it's useful to have enough thrusters installed to allow horizontal (A/D default controls) and vertical (Q/E default controls) strafing, as lateral movement can allow more precise adjustment of your location without changing ship orientation (hold Ctrl to prevent that change when moving mouse).

     

    Roll is useful as well (Z/X, I think).

     

     

    When I built my most recent ship, I kept adding gyros and thrusters until it had about 0.5-1.0+ pitch, yaw, and roll. Inertial Dampeners are mainly useful to stop by releasing all controls and waiting, but depending on ship design it may be faster to flip the ship backwards and do a main engine burn to kill most or all velocity.

     

    I'm actually not sure what those numbers are now, I've upgraded everything to trinium and tacked shield/power generators on the back.

    But it's decently manuverable.

     

    My thrusters would probably be more effective if they were further from center of mass, but it works well enough for now.

×
×
  • Create New...