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severeene

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  1. Thank you very much for the recent design of the Servus Class Mining Barge. I can confirm D.S.P.P Holding can deliver exactly what you ask for. Our Corporation recently purchased three of this little buggers, field tests are still to come but first evalaluations are showing great potential as light support ships for your HAMER MLV Flagship. We are still looking for some lost souls to test this great ships in naonite sector pirate defence/hunting
  2. could be plain and simple - just use the existing hangar system - docking ships could work like the implemented hangar system - ship is removed from game as long as docked - only a number in some database - hangar has to be big enough to fit the ship (volume only should be ok, fitting geometry is a matter of taste) - if the hangar is destroyed - ship is lost - if mothership is destroyed - ship is lost unless you undock it in time - only effect to mothership is increased mass to balance this
  3. i am all in for a realistic approach, but, after all, the game (AI, galaxy simulation) is no were near this point where we could expect something like an KI driven supply chain without simplification/abstraction on the other hand, i spent to much time in EVE-Online to enjoy logistic work (hauling stuff) myself on a regular base - without some tools around this restrictions i prefer to take what we have now until there is a better solution possible
  4. as suggested earlier, just let the game move your suff for a fee, if this includes some waiting time or not is just a matter of taste. would solve your problem and it´s still possible to include real hauling of stuff (with your own freighters for example) later in the development
  5. in my oppionion, independent targeting should be the job of your computer core (the volume increase for additional module slots feel not right imho) the more computing power you get the more turrets you can set to autofire - this could be combined with the amount of turret slots you get - so no need for this artificial +x turrets modules - you get the capability you build for could work something like this: computer core provides processing power based on size/mats you need a baseline for every turret to be operated which defines the available turretslots (manuel targeting) additional processing power can be used to set turrets to autofire offline turrets only take no or reduced prozessing power, so you could use your ability for combat, mining (core could be used to influence jump calculation time too) crew is used to operate and maintain the turret, so no change here
  6. i really like your ships, great design combined with superb handling - great work only thing i would like to see is an additional upgrade step between the pugio miner and the dabler frigate, somthing like a pugio with light shields (around 3-4k HP and 3-5k shields) - titanium/naonite mix - 4 slots - a multipurpose corvette would be great
  7. i can confirm this bug in the last steam version every equiped turret lost this trait after destruction, no problems with unequiped turrets can´t confirm this with other traits becourse i sold them all after this, but i think turrets lost all other bonus traits too sorry that i cant provide more details like logs atm (away from game for the next day´s) but this should be quite easy to reproduce
  8. I am in for cargo needs for materials too Feels much more imersive and i like to play in a reasonable restricted enviroment The point of building mats is valid imho. But on the other side, building ships is whats shipyards are for. So why not go to a shipyard and order your new shiny ship (after providing mats of course ;-) For small changes and step by step builds, it should be possible to live out of your cargo space, but for big new things lets use shipyards. I would prefer two build modes for shipyards 1. automatic build with your template/design - you could provide mats or buy them via shipyard, shipyard takes a building fee 2. manual building in the dockyard - you dock (or create) your ship and build like today, but mats are stored in the (infinite) shipyard, your ship stayes moored at the shipyard and you can switch to other ships for supply or everything you like until you come back and continue building added benefits could be better (100%?) recycling of removed blocks, mothball stat (no need for mechanics to substain ship), insurance for causalitys during bulding time etc. For cargo management you should be able to rent space on stations (reputation based?) transfering goods would still be a topic but you could do it yourself or pay npc´s to do it (no need to simulate the real transport, a fee and transport time based of distance should be enough)
  9. 1-2 are must haves for me, 4 not so much, nice to have but not mandatory 3 is a different topic, i would prefer if turrets scale with their hardpoint (yes dedicated harpoints with scale based modifiers for dmg, range etc., different mounting types (fixed, independent targeting) would be nice too in short, i don´t want to have the final turrets but more of a template. A template that scales with its harpoint and one that can be used on multiple hardpoints. Acquiring this templates from loot or turret factory (think not of manufacturing but designing a turret) would solve above points For me it´s important to design a ship together with and for its weapon systems. So, especially early game this is very difficult without lots of resources and a dedicatet cargo ship/manufacturing station. Would be nice to be, at least, able to buy different low level guns in the starting sector for every reasonable weapon type (no energy suckers because no way to provide enough energy with iron)
  10. just made it to trinium space and got some nice weapon drops left the pc do do some afk mining during a smoking breake found me killed by something... respawned in the very first starting system becourse of... reasons.... ragequitted galaxy and started a new one with higer difficulty ::) (veteran this time) lessons learned: - smoking kills - leave galaxy during smoking breaks or stop smoking (im not aware of any pause funktion, is there any other way ?) - set respawn points at least every new resource zone
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