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WSY

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Everything posted by WSY

  1. First, the devs are very quiet on a lot of stuff right now: Movement Fighters Balancing. It may be they like it where it is, or if they are wanting changes....we have not heard anything on this despite a lot of feedback from the community. They brought in a community manager, but does not respond to everything and feels like there is a bit of pick and choosing on responses. Which they could just be busy, or maybe the best way to get answers is join the discord, I don't really know on this. But, they do read a majority of not all the posts, or so they state. They need a roadmap. They have been working in this game a long time. And really it has a lot of wonderful things going for it and for the most part is pretty good, would be an absolute gem I feel if they just addressed a few things. However those things are subjective and based on individual. As for fighters with shields: Sometimes my own fighters suddenly get shields that didn't have them before. At one point I thought there was a post that covered why as someone figured it out, but generally it's a specific sequence of things that happens while fighter is deployed and per fighter they can get a shield. Thanks to rng system not being perfect, sometimes fighters with shields show up today in the shops. Hope this helps.
  2. Design philosophy you could adopt: Primary DPS or "Main turrets" Build it like a Barbette for battleship guns. Make sure it is in an integrity field. If you are scattering super flat blocks all over your ship for many weapons that won't interfere with internal design and for Point defense, best you can do is put little defense walls around them to give them a hunkered or semi sunken appearance and thus defense. Won't stop attacks vertical to the turret though. Hope this helps.
  3. This sounds like a great idea. Even sponsoring events such as logging in as admin, roaming the galaxy as some sort of super ship challenge players can team up on and earn rewards etc. I know there will not be mods, but will we as server admins have access to the debug menu to do such fun things? However, I will likely wait to see what kind of updates we will be getting from a balance perspective etc before applying. Little burnt out on current balance state, and have provided feedback ad nauseam. The passion is still there, just waiting to see what is coming first before committing. 8)
  4. I am very interested to hear what will be in the next update, and just what suggestions were considered along with balance choices of focusing on New ideas vs suggestions/ideas on reworking mechanic aspects already in the game. There has been a lot of passion from many on specific subjects. Looking forward to to it 8)
  5. And sadly they just proved you right. Couldn't have said it better myself.
  6. I believe you can modify these difficulty settings by simply changing that file. Unless maybe it has changed?
  7. A radar screen similar to elite dangerous you can enable or disable with an in game option to disable/enable would work well here.
  8. Speed limit isn't the issue to a point, merely the acceleration and fast rotation speeds of larger ships. However with that being said, small ships shouldn't have a top speed that is too small either. Stealth would be an interesting mechanic, but would need a significant detriment of some kind. In an open game such as this one, you could easily over compensate most detriment s by making ship bigger, and just add stealth to your already super optimized near OP player ship. Such as not having shields or boost or both.
  9. Congrats on Initial Release. Now go get some sleep!! In all seriousness, thanks for the ton of work you put into this.
  10. So what your saying is you rolled a natural 20 on your charm skill check. Sorry horrible tabletop reference but i couldn't resist.
  11. Is there a copy of the 1.0 notes anywhere? Your right there was not an announcement in the forum about it under news. Would like to read before.i gt on tonight. But if I have to wait , I have to wait.
  12. Did it have the fog? I know some older graphics cards go full on puke mode when fog gets on the scene. Thanks!
  13. Ahh ok, so instead of waiting for your engineers to repair everything, you want to replace the destroyed blocks right away. A dedicated repair ship or repair squadron could help repair your ship to its current max faster, then once your back to your fullest capable health then Hit the repair all button and it will just replace destroyed blocks. Otherwise yes as an avid space Barbie supporter I could see the need for this.
  14. Repair all is available in the repair menu, but you have to have the resources to replace that which has been destroyed. You also have to wait a cool down time after taking damage to use it. Thanks!
  15. Thanks Madranis, this is good stuff for my Lua clueless mind.
  16. This is a very nice feature mod, thanks!
  17. Did you contact the server admin and ask/ let them know there was an update? I run my own server and if I haven't played for a while my friends just text me to let me know there was an update. Unless it is a pro server that you are paying to be a member, there is no guarantee 100% that a server will be current within a few hours. Also And lastly, I too get irritated at auto updating, it can be frustrating having to wait for new version of fallout script extender for fe4 because Bethesda keeps upping the game version. That is more a steam issue though, not the devs
  18. Hi Ralfons, They have been working hard to address a lot these. If you look at patch notes he has worked to address ship duping, and I believe also trading issues. Have you been playing the latest beta? Up to .33.5 or .6 now.
  19. I saw that in the patch notes today! Certainly will give it a shot. Thanks!
  20. Man your just cranking these out! A few of the smaller quality of life improvements you have doing have definitely been noticed and really made the game over all more enjoyable - make so you cannot pick up dangerous cargo -cannon rounds seem faster, I could just be delusional -ship list on strategy view -specific fighter commands based on their function - on and on and on.... Also "Added one more bug for you to find" Let the hunt begin!
  21. "Like a porcupine flying through a bundle of balloons"....this made LOL.... awesome. Fighters and PD/anti fighter flak weapons get tricky to balance due to rng. I have a 250 dps flack weapon I rolled on...it's hellacious, and would mean fighters would require monstrous health pools to balance against it, but typically you do not see more than 20-40 in the xanion range.... So a 300-400 hp fighter would do fine. But against a 250dps one....nothing can stand up to that. From what your describing on balances and e-war addition, I think what you want to add is fine..... Maybe have it so the targeting jammers require a minimum speed to be effective, so in a sense you have to be moving to be missed. I just wanted to lay the foundation to ensure it doesn't cross into eve territory. Improved fighter commands would also be interesting, reminds me of homeworks when you did sphere formation, that was always pretty cool. Maybe you want something more advanced, but damn for it's time the tactical options were amazing.
  22. You could use iron or avorian dampeners for slowing down, you just won't get reverse thrust.
  23. Nice, glad to see this. As much sense as camoflauge in space makes to increase my stealth factor, it just doesn't mesh well with my twinkling ship lights ;D
  24. Wow this is really awesome. The flak turrets are a little randomized but that makes sense for purpose.of creating the flak screen. With stuff like this we could probably have some deadlier fighters, that are cheaper.
  25. Honestly the slots fall under good enough, since in a way they themselves are tied to mass, albeit in a odd way via processing power. However this depends on whether NPCs have modules/slots. Would be great to get answer from devs on this. Will try reaching out to one a bit later. The benefit of the computer cores isn't large enough to worry about once ships get to the 13/14 slot stage. Really at 7 slot the benefits of computer core aren't enough. However due to quadratic scaling, you could probably state that your mass really slows you down at slot 7 or higher. Or maybe move it up or down based on materials on ship, but that is probably more difficult and calling distance from Galaxy edge to help dictate in an artificial way where scaling would happen may work better. However for now targeting the ability to scale on size/slots alone is first priority. Alfulen you have done a lot here so thank you. If/when get some time, will try figuring out how to make this into the beginning stages of a mod. I think it is something a lot of people would appreciate having.
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