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Jhaerik

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  1. As another note I rather question the reasoning behind the Integrity Field Generator enabling more creative builds to begin with. There is already another path to making more aesthetic ships less prone to damage. That is the combination of high shields, a shield hardener and shield boosters. I think the real issue with this is the weird limitations on turrets. Personally I think that turrets should just be limited by ship size so other options other than "spam as many turrets as possible" is a viable option.
  2. Honestly I'd just prefer another game type. Normal and Realistic (or maybe Strategic/Simulator) Normal mode would be exactly as it is now, with the current option to flag creative mode. The other option would effectively act as a separate difficulty. No integrity field generator, weaker shields, less resources, add in a fuel cost, and have no option for creative mode. Also where the box for creative mode is normally located add the option for "lock alternate control scheme" to force people into the secondary F2 control setup. This would make for MUCH more strategic gameplay. One where you'd really have to consider more than just "can I kill it" and think more along the lines "is it worth killing." Also you'd actually have to put some serious thought into both designing and piloting. Taking good angles, and not giving them an angle on the more vulnerable areas of your ship when shields go down. While building pretty ships is great and all... I don't think there is going to be a lot of lasting appeal. Games that rely on "pretty graphics and a cool idea" tend to disappear the moment a bigger company uses that same idea with even prettier graphics. You need some form of difficulty for people to give a crap 5-10 years down the line. If you just want to cash in, sell some copies and stop support... that's one thing. If you want to make a game people will remember a decade from now... maybe listen to the life long gamer. :) As someone who loves the WarThunder realistic/simulator battles, this greatly appeals to me.
  3. I actually haven't played since I posted. Thus why I hadn't checked back until now. (Also been busy with life.) From my rather limited game experience... On insane difficulty the only things on my ship that would break before the entire ship exploded were corner pieces and things like external solar panels (which have zero reason to be placed externally for some weird reason. I think the main issue is the game doesn't use anything resembling the voxel based destruction I was hoping for. Instead you just coat your ship in huge slabs of thin armor which have the effective hit points due to their surface area that they are just never destroyed before the ship itself. There needs to be a reason to place something other than turrets and armor externally for there to ever be any real strategy to ship building other than purely cosmetic. I was hoping for Eve meets Cosmoteer... but it's just not like that. It's just a really dumbed down Eve with cosmetic ship design.
  4. I was rather under the impression that ships were going to be destroyed part by part, components disabled, ect. However what I got was just a bunch of HP bars floating around DPS'ing each other. :/ Why does this exist exactly? It really feels like it doesn't matters how I design a ship, it's just a big ball of hp that trades numbers with other big balls of hp. I started off trying to armor the correct places, take facing into account, protect vulnerable components, ect... 6 hours later I was just slapping things on in big cubes and couldn't tell much if any of a difference.
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