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Wanderer

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  1. To start of, I don't suggest this to to make fighters viable (I saw they aren't considered a viable option), but as an idea to make them less... one thing. What I mean with that is that when you make a fighter at a fighter factory you can assign points to different stats of the fighter, one of which is the size of a fighter. What I'd like to suggest is that the stats of a fighter depend partially on the size of the fighter. This would look something like this in my idea: - You select the fighter size you'd want. Based on the selected fighter size, you get starting stats for the fighter. You can then spend points, based on the rarity of the turret (as it is now), improving some stats in a way proportional to the size of the fighter. Examples of how the size would affect the stats would be: The damage of a fighter would be slightly higher for a larger fighter, e.g. 0.3 X damage/slot for a 2-size fighter and 0.5 X damage/slot for an 8-size fighter (not meant to be improved with points) The speed of a larger fighter is higher The agility of a smaller fighter is higher The dodge chance of a smaller fighter is higher (not meant to be improved with points) (maybe as a modifier, not a flat-out increase so it scales with pilot level) The health of larger fighters is higher I'm not talking about big differences, something around 1.5 times as much for the largest/smallest fighter with the advantage in said area compared to the other end of the spectrum with perhaps the health being a bit more influential. Especially combined with some of the other suggestions I saw regarding the behaviour of fighters I think this would make a really nice change to how fighters are currently made
  2. Hey guys, I haven't played for a few years (I completely skipped over 1.0 I think) and started playing again a week or two ago. Really happy to see all of the changes that happeI was wondering if someone has a few links or topics they think might be a nice one to read up on. I've already played a bit, so the basic game mechanics I got under control, but any nice tips and tricks are more than welcome 🙂
  3. Hey guys, not really new here but haven't played for a few years (I think I skipped over 1.0 completely ;p) and started to play again a week or two back and have to say I'm really happy seeing all of the new additions to the game!
  4. Post been posted somewhat a while ago, but eh; I think the idea would be great, but what is being described sounds like coax weapons (I think they are still in the game, I have started playing a few days ago after a several year break). I don't think just having them fixed, like coax weapons, would make them tedious enough in a fight to grant large firepower. To build on the idea given, which sounds nice imo; what if we take a page out of the book of that one boss that has a death laser thing that is aimed at you and turns green, after which you have a second before it fires? Make it so that you have to hit the "fire" button for a given amount of time, e.g. 3 seconds (maybe make it dependent on damage or slot size) before it fires. If lengthy enough it becomes very tedious to use in ship-to-ship combat, but very useful to stations. An example idea would be: some coax guns would have an "anti-station mode", either fixed (as a trait) or assigneable by the player (like autofire is assigned these days instead of it being a trait). When one decides to fire it in the anti-station mode one needs to hold it for an amount of time equal to the number of slots in seconds and the weapon will then fire, dealing more damage than normal, with more damage for more slots/weapon. Some ideas that may be included: - Energy draw during the pre-fire fase - A new type of slot; like defensive, civil and armed turret slots, siege slots. Prevents quickly switching between standard coax and siege coax mode - Disabled (for whatever reason) against bosses, as that'd make it... a bit more lame. Maybe the charge period can't be interrupted by enemy fire?
  5. I think the idea is good, i would certainly like to use turrets in such a way. Although i would also like to be able to control turret groups whild using a single turret, so perhaps the option to control a turret and slave the turret group to the turrets aimpoint? That way (i would think) you can shoot very precise, but with more than one tower.
  6. With the ai being faster, the fighters are relatively slow compared to how they used to be, and with the new ai-speed comes a bigger battlespace. I adore the larger numbers of ai-fighters, but when i boost away at thousands of meters per second and the carrier follows me at the same speed, the carrier leaves behind its strong point: the fighters. As fighters are already overpowered for the player, i would suggest that armed ai-fighters get a minimum speed of somewhere in the region of 300+ m/s and the carrier a new behavior system, in wich it tries to stick with it's fighters instead of leaving them behind. This way you would have to deal with both fighters and carrier at the same time, instead of carrier and fighters in separate groups. Another solution for the bigger battlespace would be faster fighters in general, but in my opinion the player will benefit the most out of that, making fighters even more overpowered than they already are. I would like to see armed fighters having their top speed upped to around about 600 m/s, but not a lot. But please, dont let them leave behind all their fighters... Any additional thoughts, suggestions or remarks?
  7. I agree with the idea, as long as absolutely tiny ships dont get overpowered because they're so small and fast
  8. I like this idea, but it should be considered whether it would prove to much an annoyance or not, since it would knock stations all over the place and damage them... So it's a good idea, but how could it be made so that it's not ruining the sector outline or wrecking stations left and right? Maybe there could be sectors with lots of moving asteroids or an event or mission where you're to destroy the asteroid, saving a station or something in that regard...? Perhaps something like an asteroid belt from a planet? For the other two, stellar nova and wheather conditions, i dont really understand how you would envision the influence on the gameplay. Could you give a vision on how this could be implemented? I really like the idea of more "natural" stuff in the game and hope something like it is going to be implemented in the game one day
  9. My bad, simply thought i had missed something, wich i would rather enjoy. Thx though!
  10. Perhaps an idea to nerf railguns is to not multiply the amount of damage with the penetration, but to divide the damage by the penetration and have that damage done to every single layer. If you shoot less blocks then thats sad for you but it passes through and continues the shot. basicly if i have a 3000 dmg railgun with a pen of 6, i deal 500 dmg to the 1st to 6st layer of blocks i hit. Ofcourse a damage increase to some blocks would be nice, like 2X the dmg against generators and so, but not just multiplythe dmg with the penetration.
  11. What will this do, have it taking less time to load all of them, or just the one?
  12. I really like the idea, and it could be added to the current storyline if you change the lore of the xsotan a bit: the wormhole guardian was the last of the megaships of the xsotan, wich where being massacred in their own galaxy by the other group, and so they fled through the wormhole to ours and left behind the wormhole guardian. The xsotan ships coming through the wormholes can easily come from the asteroidfields they are decouring instead of a different galaxy. By destroying sad whg, the other group could finally get through the gate and start conquering the galaxy we are in. It's even possible to make them the cause of the rifts, and in the new galaxy, we could find the new race wrecking the stations and ships, now already wreckages, from the sectors that got devoured by the rift, with possibly in hidden mass sectors survivors, like the resistance. The new group could be the same as the xsotan, not communicatable and interractable, but they would have stations.
  13. I have been playing on this server for quite some time but now it doesn't wanna load anymore. It got stuck when i jumped quite far into an unknown sector and ever since it does not load anymore but its stuck on the loading screen. Any ideas? I tried joining another server and that one loaded, although it did take quite a long time compared to usual. This was a server i've never been on.
  14. Do you have production capacity at your station? Otherwise it wont produce or, with a smal amount, it will take so long it looks like it doesnt produce anything
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