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gn_leugim

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  1. I like in particular the "torpedo factory" idea. since it is hard to get enough of the same great torpedo you found once. and those could be built with good, indeed. IN fact, I share the same opinion on goods on game, more could be done with them, I feel you spend most the time ignoring them or just pirating them for a easy profit. but I have no suggestions regarding the subject though.
  2. I have also thought and suggested that, although in less detail. you went to further length on that matter ;) The thing nto consider here is, have all of the same type share a common pool of "FP" (Function points) or have each block has his. Gameplay wise I believe the first one would be more, say, enjoyable, but realism wise, I think the second would be more appropriate.
  3. no need to say sorry ahah :D it's natural, discussion just got carried over to other subjects- Regarding your though, maybe, instead of following a linear path, could it follow a sigmoid shape? the first would be much easier to apply, but I see the logic you are following. a few scratches on the outside are not exactly the most menacing to the function of the block, or should impede it too much.
  4. one idea for the ammo would be to have blocks dedicated to ammo. those would not actually count as ammo storage, but as ammo generators / logistical centres. if a turret is built on one/next to one, then no penalty to turret speed or damage occurs, but if it is further away, the turret suffers a penalty. The idea is that ammo still has to be moved around (and also generated i some way) and therefore it may cause constrains in the fire rate of a weapon. if these blocks are within a (short) radius of a turret, then ammo is quickly dispatched to where it is needed and no harm occurs, otherwise, turrets have problems firing.
  5. and in the meantime the original ideas were forgotten I guess :'( ;D ;D
  6. those are some valid points there, specially when dealing with splash/penetrating damage. I think it is, as now, a bit OP
  7. Never thought of that concept, it could be useful in some particular situations maybe. but at the same time it defeats the purpose of the armour blocks. I believe I have seen that request being discussed before, and I agree with it. yes, would be nice to have such feature, although I dunno if it would be useful. after all, space is not a 2 dimensional plane, and more often than not, I find myself being shot from above/below than from the front, or from multiple sides instead of one side only.
  8. Hi there again (after a long break). In the past few days I have been developing this set of ideas that revolve around block damage. There are three different concepts here , but all revolve around how damaged a block is: 1 - Visual indication First, maybe easiest to apply, blocks that had take damage should show just that. If you imagine the (unlikely and possible) scenario where all the exterior blocks of the ship had taken damage to get its Hp to just one, the whole ship exterior would be one sneeze away from shattering into dust. Yet, it all looks pristine. My suggestion would be to add masks of different types of damage to the blocks, that vary in number/type/density with how low in HP that particular block is. We could have cracks in the plating, scorched stains, missing plates and ambers/fires underneath the surface. Here are some examples of damage on ship surface that could serve as inspiration: This way we could tell which blocks are more damaged and, more importantly, I believe it would lead to an increase in the visual appealing of the game. 2 - Decreased performance with damage If you attack an engine block and it takes damage, it is almost safe to assume its integrity has been compromised. If so, its effectiveness (in thrusting the ship forward) is also compromised. This is an example that may apply to most blocks. I would suggest to make the effect of some blocks proportional to their health. Which ones? well, pretty much all functional blocks with exception of cargo blocks maybe. if it is 50% of hp, it enacts half its effect. Furthermore, this could be further refined to a separate stat of the block, separating its functionality as a separate "hp". Why? because this way some weapons could have different effects on blocks. for example those that have bonus damage to shields (plasma weapons for example) would damage the block hp for 100% of its damage, and for, say, 150% its functional, making it possible to disable blocks and not destroying them. this is handy if you want to board ships for example, or to stop them in place. 3 - Blocks "volatility" The third part of my suggestion is in adding a block property, "instability" or "volatility". In a simple way, when a block that is volatile explodes, it would damage nearby blocks by a percentage of its HP. there could be different levels, for example "lightly volatile", "volatile" and "highly volatile", which would deal, say, 50%, 100% and 150% of its HP in damage to surrounding blocks when exploding. Energy containers and generators would be for example highly volatile, engines volatile and integrity gen lightly volatile. In my opinion, these three changes could make the make more appealing visually, would make ship design more interesting and challenging and add new strategic elements and options to the war faring shipmen in the game. fell free to add your suggestions and comments :)
  9. it may be. i do not recall off hand if the model or seed is changeable. i'll add it to the list. Thanks for considering it ;)
  10. Hey! great mod! I hope you will be back to it soon! As a suggestion, or as a new mod maybe, a "turret reshaper" On a similar HUD/interface, you would select two turrets, of the same type, tech level, material and rarity, and one of them would be remodelled to be the same as the other. This would allow us to get a more uniform payload of turrets. Is it possible to add or create?
  11. I have this idea for a mod, giving the Research station a new Function, "Re-tunning turrret" The idea is that if we have to turrets, say two chain-gun turrets, and they have the same fundamental properties (rarity, burst fire, independent control etc...) we could ask the research station to retune the second turret parameters to match those of the first. after all, the materials used to make one and the other are the same, just a matter of dis-assembly the turret and mount it again with different settings. Now, I am no new-born to programming, but LUA language is new to me, and I tried to look at the file for Research stating and figure out a bit the language... but so far no success. So, I ask , where can I get a hand on the language to try to make such mod? Or, if you think this is worth it, and you know how to do it, could you do it? Thanks, Gn_L
  12. by default yes! maybe the degree of zooming could be a block or a system, but we should be able to zoom in... to look for those blocks with turrets on to destroy >:( >:( ;D ;D
  13. Right now Research station is very helpful, but we cold had a new function to it. The function would be "replicate turret". It would work like this: - One turret would be used as template, that is, one turret that you have, and you want to duplicate/replicate. - Then either place 3 turrets of the same rarity or 5 of lower rarity. - press research and if you are lucky, you have a new turret, equal to the template one. Mechanics: Unlike research, where you either place 3, 4 or 5 items to get one, no matter what (higher rarity if 5, or higher / same rarity if 3 or 4), in this method you either get the turret you want to replicate, at the cost of the 3/5 other turrets, or you get nothing. if you place the 3 of same rarity, you get a higher chance of success, say 75%, while if you place 5 of lower (only one tier lower will do) you get only 50% for example. This numbers are subject to change ofc. and! the higher the rarity, the lower the success chance it gets. Advantages: You would be able to unify your weaponry, recycling turrets you already own. Disadvantages: You can lose a lot of turrets trying to get the new one. Open to debate ;) cheers.
  14. Shared Integrity I am not sure how blocks are built in code, but I could see some shared HP variable been thrown into the system easily, even for different materials/types. But I could agree on the restrain of material type, when creating these groups, but not on the block type restrain, as it would virtually take it's utility out. Sloped Armour I do know it is a hard implementing thing, and not a priority, but again, it is a suggestion, that would be nice to see, in latter development. AI Balance Totally agree here. if they see they are no match to opposing forces, they should retreat. and not only pirates. Not so much here. We are not talking about a large fleet, in numbers, but a few strong individual ships. After all, they do have shipyards, and if they are capable of producing waves of small ships, they should be able to produce small numbers of strong ships instead. Maybe, instead of using these to attack sectors, as they do now, use them to guard strategic sectors, such as those containing big asteroids, large mining fields or wrecks, as well shipyards. Turrets This is something I have suggested before in time, and dev said (back then) was not willing to change. My suggestion back then was to set weapons parameters in multiples, and not in real range i.e Range would be either 1.0 , 1.5, 2.0, 2.5, or any multiple of 0.5, instead of any value between 0 and 10km. That would reduce the variability to a great extent, uniformizing weapons, as they are in present day, and still give us a lot of variability to chose from.
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