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Kyuhau

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  1. Yeah this is something I've always wanted after playing for about a year or two(?) It's kinda bad not having the same "standardized" weapons for a fleet... it would be nice if we could build/replicate certain designs,maybe up to a certain rarety would be good? Lets be honest, it's a pain in the ass to outfit multiple ships with the same weapons if you dont have access to a weapon's factory. Esp if you want to make a streamlined army of duplicate units. If the spawned/saved ship could spawn with its original loadouts too would be helpful as well. Lastly, making it so that you could change the config to allow the max rarety to be duplicate to exotic, rare, uncommon, etc by the server itself would be appreciated too.
  2. Nice update, looking forward to combat update 2.0 soon, I'm certain I'll be dropping another 100-200 hours into the game with that alone xP
  3. Any estimate on when this will be released? Am looking forward to finally outfitting my units with proper gears/weapons Also, will the weapons be saved alongside the ship as well? I really want to be able to just spawn in a ship with its weapons premade, and not constantly having to slap new weapons on my AI-ships. It's extremely a hassle to deal so it would be nice to have that sort of functionality.
  4. I approve wholeheartly. We need more weapons like this that are synced beautifully like this. +1000 points for you for LoGtH
  5. Yeah, we had a discussion about this before that I made. Generally, people want to keep their speed and be able to maneuver as well using their boost. I gave advice to either remove boost and increase the general speed of all ships (AI/Player) or to implement boosting for AI ships. Sadly, no dev team members replied to it. We did have a nice discussion regarding the topic though.
  6. How did you manage to get 20/ of each weapons? I have no clue on how to spawn in items and the sorts in creative mode. That goes for modules too. It would be of great help if you could tell me.
  7. I've brought this up in discussion before on the forums, but the majority of people agree that NPC's are too slow to chase down people. I see that people don't wish to lose boost for the sake of ease, but would it be possible to enable boost or higher speeds on NPCs?
  8. I've never encountered high speeds NPCs on my travels, even at the core. I've watched them only slowly approach me at a certain max speed that was lower than 500. Even 500 is too slow to catch up to ships made early game. Even though that's definitely better than the current status, it's still imbalanced. I really dislike the RNG type of ship building in this game. It makes me wish we had a way we could introduce our own steam workshop factions/buildings. I'm certain people would love to have custom made factions and ships to fight against/alongside with.
  9. I'm under the impression big ships should be less maneuverable due to its size, kinda strange to see a death star doing a tokyo drift lol. But I agree it wont be fun to just slowly cruise through a field of asteroids. (Even though arguably a giant ship should take a while versus a smaller one) Honestly, this could easily be solved if the NPCs could just boost so they could chase the PC, but I understand that the NPCs currently programmed are bare bones so far, so perhaps they would get that function in a future update.Would be helpful if we could get dev input on this matter.
  10. Thanks for the new update, can't wait for the combat one to come out soon too. Fingers crossed.
  11. I get what you mean. Nobody wishes to lose all of their progress. Everybody wishes they never crashed into that asteroid or allied alliance and lose "X" thing. But the thing is, playing as a new player in a galaxy gives them time to learn and adapt to this style of gameplay. While I know for certain it will make the game difficult, it will surely make the game far more balanced and possibly more enjoyable for players depending if they enjoy this form of balance or not. The beginning player will learn to not build a giant ship stacked with every single block, money, and crew-member, and accidently die in a crash or pirate attack/ xsotan invasion. As a result of losing things early on, the player learns to adapt to the style of gameplay and will realize not to put all their eggs in one basket. I knew myself not to adapt to that mindset whenever I played game, but if the player wishes to go for a high risk/reward by doing that, they should have the power to do so. Risk everything shipping large amounts of cargo with the chance of losing it all, versus the today where you can build said cargo ship and just run away with ease. Just understand that I only wish to find some sort of way to make it that the NPCs can fight equally vs PC. The adoption of a hyperspace/boost blocker is only a stopgag of sorts and will do minimal balancing in comparison to what I have discussed. I do appreciate your input in the discussion though. PS: Ulrich_Rüstungjäger, I'm a big fan of your ship work. Loved your Musai-class,Dolos and Oggo from the workshop. While I'm a EFSF boi myself I can always ewnjoy some sieg zeon once in a while :3
  12. For the first paragraph, I encourage the implementation keybinding/mapping of "holding down W." While I am against the idea of keeping boost, I agree with the notion that it would be best to be able to move around sectors still, hence why the need for a universal speed buff to both NPCs and PCs. As for the second, this does not fundamentally fix the imbalance between a PC versus a NPC as your only goal then would to be destroy the hyperspace blocker and then boost away instantly at minimal damage. If you had to destroy the hyperspace blocker and then fly away at your ships "buffed" max speed where the enemy Pirates could also chase you down while you charge up your hyper-drive, that would be a more so dangerous choice yet more meaningful decision that you could make while playing My greatest concern for this game is the issue of imbalance between NPCs and PCs. I strongly believe in the development of "Smart AI" where players are fighting of similar statistic ships with their own implemented strategy/role in combat. While this will derail the topic of Boost that we are on, I believe this is necessary for the discussion. To ensure a well balanced and arguably "fun" experience, it's important that both the NPC and the PC has the same tools available to them. I personly would enjoy fighting multiple specific fighting role ships. EX: Railgun ships sitting at 7km, multirole ships that engage close range, ultility ships that repair, etc. One good example of that implementation would be the fight in the quest "Artifact delivery" where you fight the folllowing units from the wiki. ---------------- The four each have their own specialisation, related to their name: Reconstructo heals his allies Shieldbreaker has plasma turrets to sap your shields Hullbreaker has railguns to drain your ship HP Tankem has less firepower but is very durable ---------------- And going back on topic... In my first play-through of the game, I had no form of worry losing my personal ship against them as I just boosted away from their fire, began to spool the hyper drive and warped out at an estimated 10KM distance or so. I took minimal to no damage as a result. However there was one major problem. My escort ships. I had only begun to use Captains at that time and had three Fire escort ships. None of them were able to Boost alongside me to the distance that I could have escaped at. They were sacrificed as a result of not only my poor judgement to bringing them on this odd quest, but to poor game-play design. Why should this form of convenience only be given to the player and not the foes we face, or the allies that we have? I am certain that we as a player base wish to fight enemies of equal standing both player and NPCs alike, and not a game of scaling of simple HP/Damage. I do not wish this game to become another form of bullet sponge and scaling like the common issues we face in today's AAA gaming. I only wish for this game to achieve some form of balance where we can reasonable play on similarly equal playing field versus both PCs and NPCs alike.
  13. Fighter's stay the same size no matter how big the hanger gets. The bigger the hanger, the bigger the area where the fighter can return to. There's no real way to currently modify the fighter due to the 200 block limit and how it's descaled.
  14. In most gameplay scenarios, most of the events where we encounter hyperspace blockers or pirates during a false request signal, the player easily boosts out of the area and warps out. To me, this feels like a "get out card" that only characters have. This removes the purpose of pirates, hyperspace blockers, and makes them more of nuisance, instead of becoming "dangerous encounter. I understand that the spawn rates for pirates and xsotan are high, and that sometimes they're too weak and later on become annoying rather than dangerous, but that in itself requires its own form of balance. My primary concern for this topic is that boosting gives too much of an advantage to the player. By removing boosting, we would enable ships to have a purpose for having a higher max speed/velocity. The advantage this brings will increase the alertness of players entering and warping into sectors they should normally not win. By removing boost from the player, or adding boost for NPCs, this can cause gameplay to change in terms of difficulty for the better. Example of player without boost: Player A goes to attack a pirate outpost. Player A does not have Boost function, and his ship is of similar but above tier of those in his sector. When he damages the pirate outpost, he realizes that he could be overwhelmed by reinforcements/ a hyperspace blocker. Player A can now choose to take risk over reward if he is to continue this. Example of player with boost: Player B goes to attack a pirate outpost. Player B is in the same scenario as player A, but has boost. As a result, he is not worried about the reinforcements or hyperspace blocker, and uses this to his advantage constantly. NPCs with boost+player: Basically an more so even playing field where the player is able to be chased down by the hyperspace blocker, and now is required to shoot it down before warping out. While I do suggest removing boosting, I also encourage a similar system. Another form of "boost" to accelerate to or achieve to the ship's max speed, along with increasing the general speed of ships. This way, it does not take forever to jump through warp gates and travel. Of course, NPCs would have this function too. I vaguely understand the way AI currently works is that it flies slowly in order to prevent crashes to other ship, so adding the current boost to NPCs may not be the best course of action as of right now. The reverse however is not. I'd like to see the community's opinion on this matter and would like to see if you guys feel the same way as I do on this topic. Thanks.
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