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FuryoftheStars

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Everything posted by FuryoftheStars

  1. I don’t want a research tree. Station modules is a decent idea, but not the jumping / chance for stuff to be destroyed. Stations can be moved now via the new docking mechanism. I also like the idea of fully craftable turrets. Once 2.0 drops, I actually plan on revisiting one of my mods to make this happen.
  2. A better suggestion is to make the search function more robust, allowing you to negate certain terms. After all, chainguns aren’t the only ones with that issue. You can currently fix your issue by also using the sort by dps/slot option. Should put all the PDCs at the end.
  3. Ah, that may be. Used to be the targeting reticule for them would be at one of the corners, so flying at it from long range would typically put you hitting the edge. 😛
  4. 2 already sort of exists with the visibility tool and the show only blocks of X dropdowns.
  5. I thought this already existed (with the exception that the initial founding is still super expensive)? I seem to remember seeing upgrade options already on factories and mines that allowed exactly this?
  6. Hmm, I think I like the general concept of this suggestion. I just wonder if it’d be better as a new block type or as another effect for an existing block (like assembly blocks, which are available from iron but serve no real purpose until hangers come about).
  7. Kind of similar to another suggestion, but rather than or in addition to including a new command to retrieve loot, how about including it in the current commands? Attack enemy / patrol could include logic so that once their target / all enemies are dead, they swoop back around and pick up any eligible loot prior to ending / returning to the command. Salvage could natively also include loot collection of eligible pieces. (As of current, it seems like a ship set to salvage will only collect loot that is dropped as a part of the salvaging process and will ignore anything that dropped as a part of the process that created the salvage in the first place.)
  8. Getting a little too detailed for what this game is about, I think.
  9. Most stars, because of the extreme distance, are going to appear white despite whatever color they may actually be. Mars only appears red to us cause it’s so close. I think it’s also one of the only (or extremely few) points of light in our night skies that appear a color other than white to us.
  10. Oddly enough, I’m ok with it as is. My biggest issue is just trying to figure out where to shoot to line up a hit on moving/far of targets.
  11. (Edited suggestion with better understanding of the mechanism involved - 7/21/21) From the 1.1 patch notes: With this, you have to build your station founder from a faction's shipyard in order to gain access to their station designs with that station founder only. Because mines don't use station founders, this means they can't get it. As such, I'm requesting a slight change to this. Please allow any station founder and mine founding to access NPC designs from any faction that you have high enough relations with (possibly require being allied). Seeing this steam thread reminded me I had made this suggestion and that obviously the way I had made the original suggestion would not work.
  12. A - I like the idea of this, though I kind of wish this could be actual small ships that we design and outfit ourselves. B - I think would work best as an optional mode/scenario. C - I could go either way, I think. Didn't vote for it, but not essentially against it, either. D - I like this, too, but I think it might be better if the existing engine upgrades also gave bonuses to maneuverability, or new upgrades were added for that.
  13. Well, that’s assuming that the change you want isn’t really involved with coding changes. Marking something as salvageable may be as easy as setting a flag, or it could be as difficult as rewriting the entity type logic. But on that note, it’s possible these do have a purpose without the dlc. I don’t own the dlc, yet I see info tips on the loading screens referring to these fields of containers and how sometimes you can find a secured one. *shrug*
  14. I think the OP is referring to mixing military and civil turrets. Could be wrong... but that was my impression with the talk about crew using mining turrets on a combat crusier.
  15. I think so? But I've never been able to fully figure it out. System patrol ships often have a classification of Corvette or Battleship in their name. I'm fairly sure they've got it so Battleship > Corvette, and I think, generally, you're not going to see them mixed. Pirates, look for any additional text like "Savage" etc in their name. I never took the time to learn what their tiered system is. But also, ships follow the same rule as turrets: the closer to the core you are when they spawn, the tougher they'll be.
  16. Yeah, research only uses quality rarity (sorry, should start saying rarity instead of quality), material type, weapon type, and whether or not they have independent targeting from whatever you feed in. Everything else is newly generated out of their RNG system, so you could feed all tech 5 weapons into a station in an area that sees tech 40 and your result will be tech 40.
  17. Yup. I don't know if that's enough guns for just outside the barrier anymore (been so long and I'm only back to titanium right now), but you can make up for low dps with quantity. 😛 I think, too, bigger (more slots) weapons have higher dps and range, so this can help. Also, trash weapons that you find further out? You can feed them through a research station closer in and the resultant weapon will increase in tech level to be equal to where ever that research station is at.
  18. Double check that it wasn't just a duplicate of your ship from a few days prior (this can sometimes happen) and that your actual ship isn't still where you thought it was. Beyond that, I don't know.
  19. Lot of time has passed since this was asked, but should also throw in, "don't put your turrets on small blocks that are easily destroyed". 😛 I always play on Expert myself, and a rule of thumb I use for myself is that my turrets are always on at least a turret base (2x durability of hull; only thing with more durability is armor) that is as "deep" into my ship as it is long & wide (so it's a perfect cube). I also recess my turret blocks into the design by an amount needed for the default turret designs to have their bases sit flush with the ship's outer hull/armor (0.1 units per slot of the weapon). While weapons fire still passes directly through the turret, having the block recessed slightly decreases the chance of an angled shot hitting the block its sitting on while not really affecting the turrets performance (it may decrease it's cone of fire slightly, but the amount is near insignificant. If anything, custom turret designs that have the turret body closer to the base/hull of the ship will affect this more). In all the fights I've been in with significant portions of my ship gone and health at almost 0, using this method I'm yet to actually have a turret blown off. 🙂 (Though, I also always coat my ships in armor, so that may have something to do with it as well. 😛)
  20. It's been a super long time since I played (only recently picked it back up), but there are a few things to consider, first: 1) Many NPCs are artificially buffed, especially system patrol craft and any enemy that has something like "Savage", "Hardcore", or anything like that in its name, specifically for the purposes of making it harder on you. 2) It's also kind of expected that as you progress, in addition to getting the new materials (and making decisions on what to use them for), that you'll also be either increasing your ship size (not only increases your raw toughness, but allows you to equip more upgrade modules that can in turn increase your toughness more and/or also allow you to field more weapons), ship numbers (quantity), or both. You don't have to do both, but you should be doing at least one. But, obviously, you want good/better quality weapons, too. Best ways for this, aside from depending on the luck of drops, is to do one or all of the following (in no particular order): A) Check out Equipment Docks and see what they're offering (their inventory cycles every so often (10, 20 minutes?) and on game reload)(the traveling Turret/Equipment merchants could be good for this, too, if you happen to see them) B) Check out Turret Factories and see what you're capable of making with them (note that these are rand seed (but each station has its own seed that it uses each time so it remains consistent between visits/game reload), so some will offer crap while others will offer God like and it's all a crap shoot) C) Use Research stations to gamble lower quality stuff for higher quality (and you can actually feed in 3 legendary turrets to gamble for a better legendary). (Note that on research stations, chance for success in upgrading items is dependent on how many you feed in (3 = 60%, 4 = 80%, 5 = 100%), but, if you were to do out the math, sticking with just feeding in items 3 at a time is, in the long run to average things out, better.) Oh, and it should be noted, in vanilla default, the base dps of a weapon, whether it be from a drop, bought, manufactured, or gambled, will increase the closer to sector 0,0 you get. Obviously, because of RNG, you can still find things further out that'll be better than what you're finding closer in, but max potential is always going to be the closer you are to 0,0, the better. If you have the money, you can try founding your own stations closer in, though note that Turret factories will still abide by the same seed system as npc turret factories, so you may have to found multiple to get anything good out of them. That's the most I can think of/remember at this time. I don't know if someone else will come along that can think of better.
  21. No, the solution is to simply remove them from the game unless you have the DLC (if indeed that is the only way for them to have a purpose), not make them salvageable.
  22. I like option 1, but make it so you can buy in bulk and the player can manufacturer it themselves as well. As for deployment, maybe set something up in the Strategy mode screen that'll allow you to just click around and the ship will auto-pilot around for deployment. Or even maybe some kind of setting that'll allow you to auto drop the mines every X meters or something.
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