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SageThe13th

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Everything posted by SageThe13th

  1. I wouldn't be able to transform a crew quarter into a nap items armor block, because at least in my client the armor blocks etc does not exist for me in naonite, the base armor block nor the armor corners or armor slope exist I'm my building mode, but I've seen enemy ships with them. He meant Naonite hull. Naonite doesn't come in armor blocks.
  2. Fair point. I need to give this some more thought.
  3. Mining and Salvaging lasers both have an efficiency rating which is literally the percentage of materials you get when you destroy a block with them. If you have a mining laser and salvage laser with the same efficiency rating then mining is going to get you raw materials a lot faster. That being said sometimes the RNG hands you much better salvaging lasers than mining lasers. Depending on how many you have and the stats on them salvaging can be just as good as mining if you have significantly higher quality salvaging lasers than mining lasers. You even get systems and turrets to boot while salvaging. You can use weapons to wear down a block's HP and then last hit them with a salvaging laser to get all the stuff. So you can get away with only having one really good salvaging turret. I've found that asteroids are highly resistant to weapon's fire. So to pull the same trick with mining you generally have to use a bunch of mining lasers. Then you turn off you low efficiency mining beams at the last second and use your high efficiency mining turrets to get the maximum amount of materials possible. Another thing to do while salvaging is to aim for blocks like shield generators, power generators, and other soft blocks that are easy to destroy but worth a lot of materials. I find that you start out salvaging to get turrets and systems and then when you've gotten enough good quality mining turrets you use those to stockpile raw materials till you're ready to build your next tier of ship. Also mass =/= volume. If your convert a ship to Trinium, which is super light, the mass will go down a lot but the volume will stay the same. Meaning you don't lose any system slots for building with lighter materials. Mass doesn't increase hyperspace jump range, but it does increase hyperspace cooldown times. Larger ships take longer to jump. There are hyperspace core blocks you can add to your ship starting at Trinium level that increase hyperspace range. The best way to increase you jump range is with hyperspace system upgrade cards. These with give you increased range while often times reducing cooldown letting you jump to the next system faster. Is needed to counter act the increased cooldown of larger ships.
  4. I like the third person camera. Though, it certainly would be nice to have the option of going first person.
  5. My guess is the system is based on volume in some way. The NPC ship classes get harder and harder to kill as they go up in class. Which speaks to me of them being made out of larger more healthy blocks. Though it's a bit odd since they don't always look that much bigger. But, I guess that could just be my eyes tricking me based on perspective and exact ship construction.
  6. I think the combination of surface area and volume solution makes the most sense.
  7. What material is your ship made out of? Because, I literally use ramming to clear fields of small debris and suffer very little damage in the process.
  8. Um. Don't try to dock at high speeds? You have to approach docks slowing and ease into position. Like in real life.
  9. I find this isn't the case at all. I have to leave all my turret systems in place, of course. But, other than that I'm constantly switching out other systems depending on what I need. Yanking out every available slot and replacing them with hyperdrives when I need to go somewhere fast. Replacing those with shield and power boosters when I'm fighting a boss, I don't always need to bother when I'm fighting normal pirates. Replacing those with scanning systems while mining or salvaging. Even using a mix of deep scan radar and hyperdrives for shorter range sector exploring. If I was using blocks for all that I'd be giving up a lot of my ships internal space to have systems that I then can't switch out with any degree of ease. I'd lose a lot of power and versatility. I feel like the hyperdrive blocks are best used on ships in your fleet that you aren't controlling. Letting you hard wire certain capabilities into them without having to tie up your precious high rarity system upgrades that you'd rather be using on your own ship.
  10. I use them to create arms that I mount thrusters on. Early on it was a cheap way to place thrusters really far away for the ship's center. Other than that they are used for visuals.
  11. Now it looks like something straight out of Star Wars. Nice.
  12. That's tons of detail. How many blocks is this beast?
  13. This is fantastic. Such amazing variety.
  14. Might be problem with the demo. The repair feature fully fixes everything in full game.
  15. Yes. There are salvage lasers used to harvest wrecks. I guess it's just bad luck you haven't gotten one yet.
  16. Nice job. I know it's a pretty crazy looking design.
  17. Moving blocks are great for "action features" that look cool. But, their addition as a useful gameplay mechanic can be pretty dubious. Even if there weren't an engine limitation this one was probably best left to the modders anyway.
  18. Plz explain You can resize blocks right? Made them thinner, longer, bigger, and what not. That's dynamic shaping.
  19. 1. Add the block you actually want to be your starting block. 2. Turn off Safe Mode. 3. Delete the iron block the game started you with. 4. Profit!
  20. I think my post made more sense in the topic about volume. Though I understand the reason for the split. Keep up the good work man.
  21. Agree with a lot of what you are saying. The game From the Depths every NPC ship was designed by a player and submitted on the forums, evaluated, and added to the game as official content. This created a lot of variety without the dev having to design everything. I have an idea for a ship style that can easily be templated and I wonder anyone else has come up with the same thing. I see the use for some starter ships. I don't always feel like designing a ship from scratch. The procedural generation works well for NPC ships. But, not so much for ships I want own.
  22. They're a bit square. You should be able to get some better curves using the dynamic shaping system. Also you can use glow blocks for the bussard collectors, deflector dish, and other glowing bits.
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