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Reclusiarch

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  1. Yes, been thinking about this block for months. The key difference between this block and all others is that it is the only block that has 1 additional Vertex that is not aligned to another vertex, its location sits between 2 other Vertices exactly at mid point. At 1st I thought this block was left out intentionally because of scaling issues, but knowing that it always is 10/2 in the above example you wouldn't have to calculate it.
  2. Sorry to be clear, this is a diagram of the center of a Faction controlled area not the center of the galaxy. So it actually is closer to the idea of all the great loot/resources being in the edges of a faction. The civilization of the faction is closer to the faction's center with the military preparedness on the borders, and yeh I like the idea of the rarer materials in the areas between.
  3. I think some exploration in testing new Galaxy Generation methods could spur new mission type ideas. My idea is that most Gates and travel areas will be within the faction operating areas, the outer rim more sparse. The faction area is meant to be more convieniant for the player while the rim offers loot, adventure, and danger
  4. Yes. I think the Interface GUI for puting in your Turret Build Designs onto the Turret needs some smoothing, currently its 1>select Turret Base 2>click Turret 3>click Design Mode 4>click Block 5>click show Templates 6>navigate 7>click apply 8>press esc Instead... >>>> select Turret Base > pop-up Pallet of Turret Designs next to Inventory of Turrets, select Deign choice > apply have a button to queue the Pallet of Turret Designs at any time
  5. I have reached endgame, and lately I am getting the Bigger = Better mechanic from the game, I have capital ships so powerful I can take on entire fleets solo, at first the shield killing weapons scared me a little, but my firepower is so great that I can take down enemies before they can do damage. I was thinking of the lessons learned in WWII that spending huge resources on Battleships turned out very risky as cheaper more plentiful Fighter/Bombers can pose a serious threat especially in modern times with greater ordinance effectiveness. I think having Bombers come after you and dropping your shields in mere seconds could really bring back the rush of combat back to the game and will encourage players to diversify their fleet - with Carrier support ships and anti-fighter frigates. Really the only new issue is getting Bomber behavior correct and smooth and possible introducing AI behavior for Carriers to keep a distance and allow their Bomber and Interceptors to wreak havoc. I think this could be a very exciting addition to the game and players will creatively react with new ship designs and possible Station Carriers protecting sectors. The Bombers need to be very scary with extremely threatening damage output but introduced carefully to not discourage new players. Interceptor accuracy on Fighters and Bomber may have to be tweaked to get the right balance of effectiveness... Taking your big bad Super Dreadnaught into an infested sector you doing all good when all of a sudden 30 Bombers are incoming should make you reconsider your life choices.... Interceptors: Basic Stats same as a Fighter but slightly less HP more speed Automated actions: Will do this in priority, Attack Bombers, if no Bombers attack Fighters, if no Fighters attack Interceptors, lastly attack Capital Ships. Manual actions (only 4): Attack Fighters, Attack Bombers, Attack Interceptors, & Return to Hanger Can only be equipped with Bolters, Quasars, Cannons (something similar) Unlocked at Xanion. Bombers: Basic Stats same as a Fighter but slightly more HP less speed Automated actions: Will do this in priority, attack Capital Ships, re-arm/reload. Manual actions (only 3): Attack (to Target if Selected, Random if not), Re-arm/Reload, & Return to Hanger Equipped with 3 different styles for tactical results. Brand New flight behavior, ignores all other enemies other than Capital, group flight formation - (no random solo suicides), will engage Capitals at very close range flybys at 5k or less. Will target highest hull Capitals or slowest Capitals 1st. Bombers drop their ordinance only once then return to Carrier for rearming. Can only be created with 1 of the 3 styles: Anti-Shield Torps (10k dmg to shields minimum/starting) Anti-Systems Bombs (disables engines, power generation, crew stun? + cooldown) Anti-Capital Missiles (15k dmg to hull minimum/starting) Unlocked at Ogonite. Possible new Flight Behavior for Carrier roles: maintain 30k+ distance from enemies.....
  6. Allow for the Icon choices to be increased with modding or just add more icons for map flavor.
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