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Nachtu

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Posts posted by Nachtu

  1. Well, for me it wasn't a problem until I started on Insane. It basically meant I had to start crafting every turret in turret factories to keep DPS up to date with pirates, xsotan and especially faction ships. That's fine in itself, but independent targeting takes too much off the top. I might find good drop turrets every now and then, but not enough to outfit more than one ship.

     

    Finding a good turret factory on every material level takes a godly amount of luck (or lots of money building your own set of turret factories).

     

    So yes, independent targeting takes too much off the top considering the benefit, because Independent targeting turrets don't really do too well with moving targets, even lasers can't hit that well. Maybe the scale of the damage reduction should be different depending on the difficulty somehow.

  2. Similarly, in terms of data visualization the current trader module is great, but it would be really nice to  have a list of "You ave X, you can sell it to Y"    Specifically, sometimes when you're in the middle of a faction war and you're scooping cargo, or perhaps you're cleaning out a scrapyard and you get a variety of things, it's a pain in the butt trying to figure out where you can sell much of any of it because the map search feature will only get you specific stations by type and the current module only  gives you valid trade routes.  Given you can't see what a trading station actually sells without either being in the system itself or it showing up in your trade routes bit, some sort of visualization on the map where I can select a given cargo and have it highlight systems I can sell it in would be nice. Maybe link that to the current trading module?

     

    Would be nice if you could buy all that trading data from the faction concerned (price gradually reaching zero when relations improve) without being in the sector. Or maybe you could drop a trading satellite into a sector and gain the data that way (maybe usable much like the Energy signature suppressors).

     

    Concerning faction wars and turret factories -- If the factions boarded/took over the stations this would be less of an issue.  I know that's not implemented yet, just trying to provide better feedback.  Would also point out that if a faction takes a turret factory, wouldn't that adjust the random seed for that factory?  It would make sense logically, but from a gameplay perspective that'd be problematic if the factory were particularly good at a specific turret the player wanted/needed.

     

    If I was taking over a factory where they made awesome turrets, I might just spare the personnel, tech and infrastructure that makes those turrets possible.

  3. It works like this:

     

    You find a station that buys Processors. You check if they still need processors. If they do, you can camp their position and raid incoming Cargo transports until you're fat with a good that takes 0.1 cargo space and gives 7858 credits. When you see the first ship, and destroy it for loot, pretty much immidiately another Processor transport appears to the sector to fulfill it's predecessors role. And so the loop continues until you've had enough and the Processors slip by to get delivered. Then you can raid the station if you're still lacking.

     

    It's usually hundreds of millions per fast trip. If you spend an hour or three, it can be billions. I've done it, it's not even hard as long as you're stronger than the faction and have cargospace in your ship(s). They are easy to sell too, since Repair docks are nearly always buying about 25000+ per station.

     

    I know the economy needs a drastic overhaul anyways, but this issue could be fixed already. To to fix the issue I propose the following:

    - nerf the cargospace/credits -relation of Processors

    OR

    - transports need to carry less of them

    OR

    maybe some of both.

  4. Turret rotation blocks will be necessary as they lock the turret into firing into a certain direction.

     

    For uniform turrets I suggest you make them in a turret factory and put bonuses to range, so you can chew big asteroids. I believe mining turret range increases when closer to the galaxy center. Further into the game you may be able to chew the big asteroids as well!

     

    I suggest you build a working ship first out of titanium and fit it with titanium-grade turrets. When moving to better resources and upgrading your turrets you can just scale the ship bigger (in accordance to the max range of your turrets) and change it's material with the "Modify entire ship" tool.

     

    Keep in mind though that it's quite probable that AI will not be able to mine with this design at all, so it's only fitting for your personal use. It is a cool design though. Best of luck in your endeavour.

  5. True.

     

    Station buys, no one pays. Then the player can load said bought cargo and sell it again.

     

    I don't think the player should have free access to trading posts cargo space, but instead should just be able to tax some percent of it's profits.

     

    They'll probably fix it when they work on the economy again, one way or the other.

  6. I suppose it's a bug, but it's a cool one!

     

    So here's how I did it.

     

    1.) I had my fighters around in the sector, flying nearby defending a station

    2.) Destroyed a ship of mine by selecting all blocks and hitting delete in build mode (wihtout safe mode ofc)

    3.) BAM, now I'm flying a fighter. I can't drift, roll or anything fancy but I can fly it in all the same ways an AI pilot can. Did not figure out how to barrel roll though! I can even shoot as you'll see in some pics.

     

    Oh and what's really interesting is that as I shot a ship of mine and immediately transferred to that particular ship, the fighter continued shooting the same ship when AI control resumed. No other fighter in it's squad did that.

     

    There were other normal ships of mine in the sector too, and my station. I have done this multiple times using the same method. I'm playing the newest beta branch, but have done it in the previous beta branch patch also.

  7. I didn't know that they would keep formation when using auto turrets! That could be useful for point defense destroyers too, now that they'll shoot down incoming torpedoes headed for any friendly ship. :D

     

    Hey yeah, awesome tip.

     

    Still can't wait for some fleet formation commands, since right now "keeping formation" is them flying in a bunch 5 km behind you  ;D They fly closer when going slow speeds though, so slow speed convoy drive by's in a conflict work nicely.

  8. Considering we just got a massive overhaul to how orders work for AI ships, and that we can now order ships around all over the place with somewhat sophisticated command structures, what is the life expectancy of this mod? The current system doesn't have grouping, and some of its commands do different things than what this mod did, so it's not like this mod's functionality got integrated into vanilla. Does the mod still even work in the current patch and/or Beta Branch, though?

     

    Will you be looking to work more on this again, w00zla, or should I mark this mod deprecated?

     

    Seconded! The current system is far from perfect so there's still a need for a fleet control mod. Perhaps now it can be expanded even more!

  9. Only on strong turret factory made turrets. Independent targeting is useful in an escort ship. For example I've got two smaller AI controlled escort corvettes covering my larger personal destroyer-carrier. I order them to escort me and the turrets (when placed on "autofire") fire on enemies that get too close to me without the ships breaking away to chase anyone. This also makes retreating easier, since the AI ships just jump with me.

     

    In the future when thee add some kind of fleet formations this will be even more useful.

  10. Recipes for getting turret goods at this point in game development:

     

    1.) Write a note in the galaxy map for each sector with trading posts detailing all turret goods obtainable from them. Do this whenever you jump around with a trading  chip and preferably from the beginning of the save. Eventually it becomes a habit. Then use the search tab in the upper left corner of the galaxy map whenever you need said goods.

     

    2.) Check https://avofactory.scrap-yard.org/en/goodsoverview.html to see what stations buy the good you're looking for. Then find a corresponding station and check if they have room for those goods. If they have room, there will eventually be cargoships inbound bearing those goods, and you can raid them. If the station is full, you can raid the station itself for those goods.

  11. I've been thinking on the economy side of the game recently. It seems that currently the economy is based on events that are not related to one another. Commerce happening is basically separate events determined by individual stations internal economies: stations produce, and order in supplies, and then set their buy/sell individually, without any connection to other stations. For example, one good can be sold at very different prices in the same sector, even by the same faction. So in a way the economy is event-based, and not interconnected unless a player makes it so (establishing a production chain in a sector).

     

    I wonder if the devs have intention to add more dynamic to  the economy? Or will it remain "separate event-based"? Either is good in my opinion, but probably using both would be best: interconnected economy with believable random events.

     

    Anyways post your suggestions how to make the economy more immersive, believable, playable and so on!

  12. Thx for replies guys!

     

    Lasers might work better (because of 100% accuracy, doesn't need to be a PDL), but the weapons' range might be an issue.

     

    PDLasers might be massively cheaper. I speculate that range is not an issue, as long as they are fast and maneuverable. I think damage might be an issue though, since it's dramatically lower on PDLasers than it is on normal Lasers; but then again I've no idea how much HP fighters have generally.

  13. I'm building a huge ship, and I'm optimizing armed turret slots, so I'm not using too many slots for PDC:s, although some PD lasers will probably be mandatory.

     

    SO:

    Is it possible to defend my ship from torpedoes/fighters using mostly fighters of my own? What kind of fighters would perform best in this/these roles?

  14. Out of curiosity, are any of your guns on ROT lock blocks

     

    No, those blocks are bloody useless, why would anyone ever use them?

     

    They're good for firing seeker missiles toward targets outside the turret's normal firing arc.

     

    Well, i find those blocks usefull for another reason, also with seeker missiles: yes they can fire beyond, but for me its nice because they don't need to rotate so you can click r and fire away wich is really helpfull against fighters, although with the combat update less important

     

    Also, to be on topic... i am using a fleet quite long now, and have never see that doing that. Although i have mostly carriers without guns wich don't move, the ones that have guns do indeed weird stuff, but dont turn and wiggle the way you describe it. I have found it usefull to use or missiles on rotation locks or cannons or railguns because they can't fire always like lasers do, so maybe thats an idea? For mining and/or salvaging i recommend using fighters, they are also faster and less sluggisch

     

    I built a massive 'Yamato gun' in front of by battleship out of armour covered rotation lock blocks and 12 factory made cannons (same cooldown). Was cool as heck and fun too, firing massive blasts of molten hell towards the enemy.

  15. You go too far (red icon areas) then every alliance and ship in those areas will be fully red to you with NO way to improve relations. Why not?  Because you're too weak to impress them or be useful. 

    This would prevent you from trading, purchasing any type of equipment/turrets, and you would be attacked by anything close enough.

     

    A very nice idea!

     

    I'm not sure about the outright (red) hostility though. I would think the reasonable way for them to react would be for the factions to ignore you and refuse all trade (with maybe trade goods allowed still? shouldn't do any harm i quess). Why waste a torpedo if one sees a ship as insignificant, and not worthy of attention?  ;D Perhaps they could also be more "quick to anger" than usual. Allowing trade goods would allow for playing a trader-type without really getting the "full benefit" of the inner sectors.

     

    The player would thus also be hard pressed to acquire mining turrets (other than "next tier capable turrets") and that would also restrict mining in too-close-to-core sectors.

     

    Also these torpedo gang fellas could still be preying on the player in sectors with little or no faction presence in the manner they are now doing. If they're pirates of some sort they would surely take every opportunity they can get to get some loot.

     

    I believe something of the sort would be a meaningful way to progress, especially if the diplomacy and faction side of the game receives a major update of it's own.

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