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Worm

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  1. There was a feature on demo that you could destroy the ship core and ship parts were much easier to destroy and that punished alot creative ships and encouraged people to create brick ships
  2. Use mail. You can send iron to a freind by specifying a number of iron near its icon.
  3. I know theres a function to add notes, but after playing a while then it's a pain to scroll through every dot on the map to look for certain vendor. Something like search function that would add a yellow box marker on stations i.e. "Fuel" would display every Fuel Factory.
  4. In future update(s) there already will be a function that will protect player from getting damaged/killed while loading
  5. What do you mean by that? Would we have turret ammo mods, different round sizes or we would have to buy ammo for turrets?
  6. As in title. With tons of turret upgrades the ship window becomes a mess.
  7. Uhh... okay... AFAIK community languages are not being accepted yet, and with incoming Steam Workshop people will be able to download those easily.
  8. Yes, if you got high firepower you can destroy pretty quickly ships to squeeze the upgrades and turrets out. I'd recommend destroying Xsotan ships as mostly they have multiple thin sheet-like armor on them so they become turrets & upgrades piniata
  9. Ramming is very effective against shieldtanks, but against AI it's mostly useless as AI ships never seem to have less hull than shields (below 7:10 hull to shield ratio). Though I'm suprised that no one has mentioned firing high-speed asteroids into stations with force turrets ::)
  10. Updated with another idea regarding the scanner jammer.
  11. I've came up with few ideas how to improve existing mechanics and make them more usable in general 1) Player station visibility and event frequency Decrease event frequency / Scanner jammer - topic here 2) Factories produce same amount no matter where they are located Currently this encourages players to make factories further from the core not closer to it, as it produces same amount of goods regardless of the distance (and enemies are much weaker on galaxy borders so a single trinium/xanion-tier ship can easily protect the factories). Add a hidden produce multiplier as it should produce faster while it's closer to the core (yes, this might not make any sense though it should scale the risk vs rewards balance) 3) Stations do not produce while out their sectors Self-explanatory. Do not enforce this on every server, but rather add option to servers to allow running station producing logic with option to adjust how much it should generate goods when player is not in the sector (1 - base amount, 0.5 - half speed generation, 0 - none) to prevent getting 100% goods w/o any risk in some cases. 4) Allow ship upgrades being mounted on stations Self-explanatory. Perhaps increase volume required for each upgrade slot unlocked (and possibly make upgrades half-effective while they're mounted on stations )
  12. I don't think that lack of asteroid respawns is bad. In fact, I'm against it, as it encourages sitting in a single sector rather exploring around. The galaxy size is huge and you can jump around very quickly in a drone if you need an asteroid belt.
  13. bump Occurs after using research station 1-3 times. It's annoying to rejoin the server/restart SP each upgrade...
  14. Shameless bump, added a trade section with google docs spreadsheet for vendors Direct link here
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