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Musclethorpe

Alpha Tester
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Everything posted by Musclethorpe

  1. Sounds to me like you are going out of your way to be offended. I could make the same argument for the term combat in regards to "non-combatants".
  2. I have no other recourse, and I will leave no stone unturned. The worst that can happen is silence.
  3. I have posted this question in support chat, the discord question channel, Reddit, and have received every answer you can imagine, each person claiming they have had viable personal experience. Unannounced changes may have recently changed things, so if we crash and completely destroy our core we need to definitively know if the core can be claimed by another in these cases: 1) It happens in the safe zone on our tile. 2) It happens in the safe zone, but not on our tile. 3) It happens outside the safe zone on our tile. 4) It happens outside the safe zone, but not on our tile. There is absolutely no need to respond to this thread if you are a player, save to bump for visibility. I am not interested in what you have seen or done, because I have heard convincing statements to each possibility. At this point I am hoping to get word from the horse's mouth.
  4. I think you missed or misunderstood part of my post. Detection range is still 2 SU, but lock range is what your heat determines. Also, as I stated in the meat of the post, space brakes (technically reverse thrusters) would also generate a heat sig, so while they may be moving at 30k km/h, they would have to slow down at some point.
  5. What I mean is, there would simply be a "heat value" assigned to each size and type, scaling up as they increase in size. I used this generic term because it would be up to the devs to create this system and the numbers. My suggestion is that engines (or space brakes) would generate the heat bloom other players lock onto, and to "run cold" you would have to not use any type of thrust for a full minute. That's a fairly arbitrary amount of time, but sounds reasonable I think. Any amount of thrust generated after going cold would reset that timer. No disconnecting would be necessary.
  6. By heat signature I mean having an assigned value to each thruster and space brake, based on size and if it is currently active. There would of course have to be a delay (let's say a full minute), so as to not have locks lost the very second they are not in use. The suggestion to have hit chance based on cross section could still be implemented, but having the ID/Lock distance based on heat signature could open up a few gameplay avenues. 1) Running cold would be a thing. Either coasting at a set speed, or remaining motionless would provide protection from would-be attacks. 2) Advanced piloting skill ranks would be rewarded by allowing their ships to use fewer, and smaller, thrusters in their designs. 3) A bit of forced survivability, as a ship takes damage and loses thrusters. Without closing more distance, it would become harder to target a ship as it either limps or tumbles away, organically increasing time-to-kill. Just spit-balling here, as NQ has stated PvP is quite a ways away from where they want it to be, and the playerbase can effect some positive changes.
  7. Yeah, I wish that "Use Construct Rights" button wasn't defaulted on. I have made no alterations to the construct rights in any form. Thanks again! Edit: By the way, does anyone know if I allow a person access to use a Detection Zone, will that allow them to trigger it, which then opens a door they normally could not directly?
  8. Hmm, sorta. Trying to keep things simple, and my ship isn't very big, so I don't mind doing this on an element by element basis. For this case specifically should I, or should I not, uncheck either or both of those options if I want my passengers to have access to that screen specifically? Thanks for all the help by the way.
  9. I believe I understand your explanation. By the sound of it, if I want Random-Person to be able to use this screen by simply assigning them as an actor in my "Passenger Policy" I should "Uncheck All" and uncheck "Use Construct Rights", as by default those are set only to me. Am I picking up what you are laying down?
  10. While tagging a couple elements for basic passengers on my ship, I came across something that confused me. As seen in this picture here, why would I ever "Uncheck All", and why would I ever uncheck "Use Construct Rights"? Both are on by default.
  11. Explain to me how a hollowed-out cube is just as tanky as a relatively solid one. Especially when it comes to XS cores.
  12. Did you completely miss the part about them providing less protection the more voxels you use in your build space? This would benefit cubes less than non-cubes, and hopefully deter that particular meta entirely.
  13. ...the more voxels you have underneath, lets say by percentage of the building space filled, the weaker the protection. This way you aren't forced to make a cube anyway underneath said shield, or you could go voxel-free for a stronger shield, but would be in dire straights should they ever drop. I would like to think with proper balance, most people would be somewhere in the middle. This, of course, doesn't address other glaring issues like targeting distance based purely on core size, and L weapons on XS cores, but it's a start. Discuss.
  14. Checking in as well. I just purchased the Contributor Pack, I got a paypal receipt, and yet my account has no alpha access. I am working with support but it's the weekend. Has anyone else had this specific issue?
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