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W1zard

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  1. Like
    W1zard got a reaction from Akroma in [PVP] What easy-to-integrate features would you like for the release?   
    I'd add one thing that I miss a lot:

    multicrew gameplay

    For me it seems like it will be pretty easy to return the onboard mechanics in play, and also remove voxel-less meta:
    Add shield bleed, even if it's very small percentage, it will drastically change pvp gameplay.
  2. Like
    W1zard got a reaction from ch3w8a in [PVP] What easy-to-integrate features would you like for the release?   
    I'd add one thing that I miss a lot:

    multicrew gameplay

    For me it seems like it will be pretty easy to return the onboard mechanics in play, and also remove voxel-less meta:
    Add shield bleed, even if it's very small percentage, it will drastically change pvp gameplay.
  3. Like
    W1zard got a reaction from Aranol in [PVP] What easy-to-integrate features would you like for the release?   
    I'd add one thing that I miss a lot:

    multicrew gameplay

    For me it seems like it will be pretty easy to return the onboard mechanics in play, and also remove voxel-less meta:
    Add shield bleed, even if it's very small percentage, it will drastically change pvp gameplay.
  4. Like
    W1zard got a reaction from Barbecue95 in [PVP] What easy-to-integrate features would you like for the release?   
    I'd add one thing that I miss a lot:

    multicrew gameplay

    For me it seems like it will be pretty easy to return the onboard mechanics in play, and also remove voxel-less meta:
    Add shield bleed, even if it's very small percentage, it will drastically change pvp gameplay.
  5. Like
    W1zard got a reaction from Omukuumi in [PVP] What easy-to-integrate features would you like for the release?   
    I'd add one thing that I miss a lot:

    multicrew gameplay

    For me it seems like it will be pretty easy to return the onboard mechanics in play, and also remove voxel-less meta:
    Add shield bleed, even if it's very small percentage, it will drastically change pvp gameplay.
  6. Like
    W1zard got a reaction from Sawafa in DMR-protected Floppy drives   
    We need some kind of system to allow us to sell our scripts without actually exposing their source code to the buyer.

    I think this would encourage people to write more awesome scripts as they will be able to reliably earn quanta with it.

    Blueprint creation mechanic can be reused to create copies of a script.
    And we need an inventory-slot (possibly something like schematic bank in industry) to store and select scripts in control units.
    Or even simpler mechanics as one-time-use scripts that can be applied as custom autoconf on use on control unit. This requires almost no additional UI.
  7. Like
    W1zard got a reaction from Hazaatan in PLANNED HONEYCOMB CHANGES - Discussion thread   
    With linear honeycomb HP based on mass what's the reason to use lighter materials?
    They have same HP for mass added on ship, but adds much more cross-section, which results in less total ship's survivability.
    I think with hit-prob based on cross-section only viable option of voxels on ships with linear HP are heaviest possible materials with as much res as possible

    Haven't run any calculations yet, but it could be possible that Niobium (pure) is better than Mangalloy (product) just because of lower cross-section
  8. Like
    W1zard got a reaction from ch3w8a in PLANNED HONEYCOMB CHANGES - Discussion thread   
    With linear honeycomb HP based on mass what's the reason to use lighter materials?
    They have same HP for mass added on ship, but adds much more cross-section, which results in less total ship's survivability.
    I think with hit-prob based on cross-section only viable option of voxels on ships with linear HP are heaviest possible materials with as much res as possible

    Haven't run any calculations yet, but it could be possible that Niobium (pure) is better than Mangalloy (product) just because of lower cross-section
  9. Like
    W1zard got a reaction from InvestorStallone in PLANNED HONEYCOMB CHANGES - Discussion thread   
    With linear honeycomb HP based on mass what's the reason to use lighter materials?
    They have same HP for mass added on ship, but adds much more cross-section, which results in less total ship's survivability.
    I think with hit-prob based on cross-section only viable option of voxels on ships with linear HP are heaviest possible materials with as much res as possible

    Haven't run any calculations yet, but it could be possible that Niobium (pure) is better than Mangalloy (product) just because of lower cross-section
  10. Like
    W1zard got a reaction from TobiwanKenobi in PLANNED HONEYCOMB CHANGES - Discussion thread   
    With linear honeycomb HP based on mass what's the reason to use lighter materials?
    They have same HP for mass added on ship, but adds much more cross-section, which results in less total ship's survivability.
    I think with hit-prob based on cross-section only viable option of voxels on ships with linear HP are heaviest possible materials with as much res as possible

    Haven't run any calculations yet, but it could be possible that Niobium (pure) is better than Mangalloy (product) just because of lower cross-section
  11. Like
    W1zard reacted to Haunty in PLANNED HONEYCOMB CHANGES - Discussion thread   
    Not a huge deal, but would still prefer some sense with material masses of the light materials listed. Make concrete, marble, and brick heavier like 25/unit with same low resistance, and lump Plastic in with carbon fiber and wood.
  12. Like
    W1zard got a reaction from EasternGamer in PLANNED HONEYCOMB CHANGES - Discussion thread   
    With linear honeycomb HP based on mass what's the reason to use lighter materials?
    They have same HP for mass added on ship, but adds much more cross-section, which results in less total ship's survivability.
    I think with hit-prob based on cross-section only viable option of voxels on ships with linear HP are heaviest possible materials with as much res as possible

    Haven't run any calculations yet, but it could be possible that Niobium (pure) is better than Mangalloy (product) just because of lower cross-section
  13. Like
    W1zard got a reaction from Yoarii in DMR-protected Floppy drives   
    We need some kind of system to allow us to sell our scripts without actually exposing their source code to the buyer.

    I think this would encourage people to write more awesome scripts as they will be able to reliably earn quanta with it.

    Blueprint creation mechanic can be reused to create copies of a script.
    And we need an inventory-slot (possibly something like schematic bank in industry) to store and select scripts in control units.
    Or even simpler mechanics as one-time-use scripts that can be applied as custom autoconf on use on control unit. This requires almost no additional UI.
  14. Like
    W1zard got a reaction from RobRocketpants in DMR-protected Floppy drives   
    We need some kind of system to allow us to sell our scripts without actually exposing their source code to the buyer.

    I think this would encourage people to write more awesome scripts as they will be able to reliably earn quanta with it.

    Blueprint creation mechanic can be reused to create copies of a script.
    And we need an inventory-slot (possibly something like schematic bank in industry) to store and select scripts in control units.
    Or even simpler mechanics as one-time-use scripts that can be applied as custom autoconf on use on control unit. This requires almost no additional UI.
  15. Like
    W1zard got a reaction from HarroWine in Alioth Exchange Opening Prizes   
    Will this gift be wiped on launch? Should I bother receiving it?
  16. Like
    W1zard got a reaction from Yoarii in RGB windows   
    Colored glass voxels when? 😅
  17. Like
    W1zard got a reaction from VarietyMMOs in Element Replace Tool   
    It would be nice to have an Element Replace Tool which would allow us to replace elements with same elements different tier/modification.
    Some elements on ships are placed on wierd positions/angles or in very tight, precision spots, and it's very hard to replace them with higher tier analogs by removing and placing new one.
    This tool would allow very simple tier progression for ship, so you can upgrade it easily when have access to more powerfull elements.
  18. Like
    W1zard got a reaction from VarietyMMOs in DMR-protected Floppy drives   
    We need some kind of system to allow us to sell our scripts without actually exposing their source code to the buyer.

    I think this would encourage people to write more awesome scripts as they will be able to reliably earn quanta with it.

    Blueprint creation mechanic can be reused to create copies of a script.
    And we need an inventory-slot (possibly something like schematic bank in industry) to store and select scripts in control units.
    Or even simpler mechanics as one-time-use scripts that can be applied as custom autoconf on use on control unit. This requires almost no additional UI.
  19. Like
    W1zard reacted to Msoul in Element Replace Tool   
    This would be a nice quality of life improvement. Maybe just add it to the existing deploy element tool via a modifier key to minimize the development overhead. Could even have it apply skins to said elements.
  20. Like
    W1zard got a reaction from Msoul in Element Replace Tool   
    It would be nice to have an Element Replace Tool which would allow us to replace elements with same elements different tier/modification.
    Some elements on ships are placed on wierd positions/angles or in very tight, precision spots, and it's very hard to replace them with higher tier analogs by removing and placing new one.
    This tool would allow very simple tier progression for ship, so you can upgrade it easily when have access to more powerfull elements.
  21. Like
    W1zard reacted to Mncdk1 in Larger elements   
    Since Entropy thinks we have L wings... Please put them in the game?
     
    Also, please give us larger engines, so we don't have to stack dozens of them to lift heavy ships out of atmosphere.
  22. Like
    W1zard got a reaction from Palis Airuta in Lower space staion gravity for ships   
    I have a ship designed such a way, that it can take off from any planet and moon with some load.
    It's a combination of vertical boosters and hovers calculated specificly that way to optimize fuel usage and effectiveness.
    But this ship can't take off from a space station! 😟
    Because space stations have 1g gravity, pulling ship as hard as Alioth, and much harder, than any of moons out there.
    I would suggest changing space station gravity for something like the max moon gravity, or even entirely disable it when you are trying to take off using vertical boosters.
  23. Like
    W1zard got a reaction from huschhusch in Lower space staion gravity for ships   
    I have a ship designed such a way, that it can take off from any planet and moon with some load.
    It's a combination of vertical boosters and hovers calculated specificly that way to optimize fuel usage and effectiveness.
    But this ship can't take off from a space station! 😟
    Because space stations have 1g gravity, pulling ship as hard as Alioth, and much harder, than any of moons out there.
    I would suggest changing space station gravity for something like the max moon gravity, or even entirely disable it when you are trying to take off using vertical boosters.
  24. Like
    W1zard reacted to Rokkur in MERCURY (0.30) UPDATE NOW AVAILABLE - discussion thread   
    As someone that design ships, I would say I would rather they get it right. Cause I want my lighting to look right for everyone not just x% of people.
  25. Like
    W1zard reacted to Mncdk1 in MERCURY (0.30) UPDATE NOW AVAILABLE - discussion thread   
    Once again, as predicted in the PTS feedback thread, NQ launches the update no matter how buggy it is. One of their flagship new features is still [filtered]ed.
     
    GI off

     
    GI on

     
    The ground is lit up far in the background. Come on, this was reported right away on PTS.
     

    The glass furnaces are lighting up the ground for 500+ meters. Just to the left of those transfer units, you may see a tiny construct in the distance. That's a hair over 500 meters away.
     

    Ground lit up again
     
    And after walking forward a bit

     
    This feature is ready for live servers? Has this received _any_ testing before or after PTS?
     
    Same shit, different patch.
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