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TheKatzMan

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  1. I really like the idea of shields in game, if nothing else, to cover vital areas of the ship. I even considered doing some testing to see if i could use force ramps as some sort of basic shield, but the force area interferes with things like engines, just like voxels or other components would. I think there should be shield generators and shield emitters, I think the shield generators should be reasonably big and heavy... big/heavy enough to make putting it on a little pvp cube impractical, but small/light enough to be completely practical on any sort of reasonably sized ship designed to actually do anything other than sit in space waiting for an unsuspecting hauler to happen into its radar range... (sorry minicube meta anger issues). The size of the generator could affect how many total voxel area of shields that can be sustained, and also affect the shield replenishment rate. The emitter size could affect how big on an area the the emitter could project. Being able to push power to the emitters that are facing the enemy could allow for much greater protection on that side, or you could push it equally and have to rotate the ship to get maximum use of shield replenishment.
  2. Great idea. This is one of the aspects of space engineers that I really like (once you take out the lag and buggyness of things like this). Also it would make a lot more sense if a fuel tank had 6 actual ports on it that you actually physically connect to the engines, and didn't have to have a tool in hand to see the spaghetti of imaginary lines all over the place and try to figure out what is what. You wouldn't even have to really have it take up much space or server resources... a 5cm wide physical pipe would do fine to represent a fuel line. It could even be glass in places or light up if it is properly feeding or go dark if the tank is out of fuel. An engineer could be in the engine room repairing fuel lines if they get ruptured by stray bullets. Also you could have elements like line splitters and actual physical connection 10 port hubs. Nothing would actually have to flow through them, so i don't think it would take much server resource for an active engine to check once every 5-10 seconds if it actually has a fuel connection available... and I think being an engineer on a ship in combat "givin' 'er all she's got!" doing on the fly repairs could be more fun than shooting at the enemy, and, it would to some degree even potentially help re-balance the large ship vs the meta cube, assuming the large ship has crew to actually do such on the fly repairs and jury rigging.
  3. I understand that there are limits in the game, and that dynamic voxles use server resources etc, but I was thinking... If we were able to configure a cores available area to the general shape of the ship we wanted to build, instead of the build area just being a huge cube, then you could use a much smaller core to build a lot of these designs. I'm not sure if there is even a way to do it in the coding, but lets say I wanted to make an approximately to-scale Millennium Falcon. First i need a medium core cuz the Falcon is a large saucer shape. So now I have a build area in which I could build 6 Millennium Falcons stacked on top of each other, and to boot, I can be locked on at extreme distances by little cube meta ships, just because I wanted to have a good looking ship from a genre that I like. If we could manipulate the cores build area so that we add to Y dimension by taking away from X dimension, you could make a long skinny ship, or a pancake, with a much smaller core. Your radar signature would be much more representative of your actual mass, and A LOT of designs people want to build would be much more doable. You could impose restrictions to prevent abuse of the system, like say no greater adjustment than 1.5 or 2x in any 1 direction or if configurable cores aren't possible in coding, have different cores for each size, that have different shapes to the same total build area that make long or flat rectangles instead of just a cube. Static cores could be similar, allowing you to build a very tall skinny skyscraper or a long flat runway... I'd like to hear what others think of this as well.
  4. Honestly with the cube meta right now, the cube meta guy already has 95% of the advantage against the guy in an actual ship designed to do anything other than pure pvp. Adding a way for that cube guy to keep you from using your warp drive to exit a no-win scenario takes the other 5% away. Great idea, would be neat to use if they fixed the cube meta issues... but allowing the cube meta guy to take away the haulers only defense against them...
  5. I personally don't have a problem with cube shaped ships, but being able to mount large railguns and radar on a tiny cube and then shoot freight ships 160km away that cant even see them is a bit ridiculous. I totally get the minimalist approach to building, i totally get that people want to be able to take out larger ships with smaller fighters, but the range and mechanics of the current cube meta are ridiculously lopsided. if you are in an actual hauler, and you happen to run across one of these cubes, which is currently fairly rare, there's not much you can do. You cant outrun them, you can't even see them to shoot back with the ranges involved... I mean if they at LEAST made it so that firing larger weapons or hitting someone with weapons made you visible on radar for a few seconds, it would give the guy that's just trying to play the game and get materials back to their base a chance to do SOMETHING... I totally get that people want to pvp in such a way that they minimize self risk and maximize kill potential... but being able to set up a complete checkmate to basically grief someone without them having a chance in hell to do anything about it is pretty dumb. A lot of players in this game like it because it is a building exploration game. Yes there are risks, and they can accept that, but it really throws mud in their eye when the game mechanics are such that "well if you run into one of these meta cube guys you're just gonna lose the last 8 hours of work gathering materials, and your ship and there's nothing you can do about it" I'm not a fan of no-win scenarios. I mean if I'm an idiot and dont even put weapons on my ship and I get killed by someone that did, fair, that was my fault. If its impossible for me to defend myself when I take precautions? Time to find a new game. My basic point is, pvp? YES i want it. Do I want some guy with a very cheap (well thought out) ship to completely checkmate me when I'm in anything other than a meta cube? NO. Some people want to only "pvp" all day and do very little else, and some people want to try out all aspects of the game. Stacking all the cards in the pvp'ers hand and spitting on the people that actually want to do the other half of the game (build/explore) is going to kill this game if it is not dealt with at some point somehow. Completely one sided engagements are only fun for the people that are automatically going to win, and even then its barely fun for them after 3-4 times because they didn't have much risk. Next thing you know all the players left in the game are sitting in their little cubes looking for haulers, but there aren't any cuz they all quit playing. This is the choosing point that most game developers nowadays have to decide on. If I were the developer, I would make choices that encourage more people to play and build a thriving community, make a lot of money. Choose to allow a few players to ruin the game for the majority, and this great game with great potential will sink into obscurity.
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