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RobRocketpants

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  1. Like
    RobRocketpants got a reaction from merihim in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    they didn't, check w1zard's post in this thread, the image is taken from this article https://www.vrheads.com/8-quick-tips-and-tricks-survive-pvp-combat-elite-dangerous

    it's not even a careful photoshop, you can still see the "4" from the heat etc..  quick and dirty just like everything else.   

    why do you even need to resort to that to tease a feature supposedly releasing in a week, anyway?
  2. Like
    RobRocketpants got a reaction from IAREDEV in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    they didn't, check w1zard's post in this thread, the image is taken from this article https://www.vrheads.com/8-quick-tips-and-tricks-survive-pvp-combat-elite-dangerous

    it's not even a careful photoshop, you can still see the "4" from the heat etc..  quick and dirty just like everything else.   

    why do you even need to resort to that to tease a feature supposedly releasing in a week, anyway?
  3. Like
    RobRocketpants got a reaction from IAREDEV in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Funny and a better photoshop job, double threat  😆
  4. Like
    RobRocketpants got a reaction from Mordgier in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    they didn't, check w1zard's post in this thread, the image is taken from this article https://www.vrheads.com/8-quick-tips-and-tricks-survive-pvp-combat-elite-dangerous

    it's not even a careful photoshop, you can still see the "4" from the heat etc..  quick and dirty just like everything else.   

    why do you even need to resort to that to tease a feature supposedly releasing in a week, anyway?
  5. Like
    RobRocketpants got a reaction from Sarrah in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    they didn't, check w1zard's post in this thread, the image is taken from this article https://www.vrheads.com/8-quick-tips-and-tricks-survive-pvp-combat-elite-dangerous

    it's not even a careful photoshop, you can still see the "4" from the heat etc..  quick and dirty just like everything else.   

    why do you even need to resort to that to tease a feature supposedly releasing in a week, anyway?
  6. Like
    RobRocketpants got a reaction from Metsys in PvP mechanic idea: How to give L-cores more potential. (Shield stability)   
    I don't see any downsides to this idea at all, it feels like a win win in that it 100% will improve on the existing pvp ideology that NQ started in Athena and doesn't feel like it requires a lot of changes to be made to the game to incorporate it!

    Would love to see this taken seriously NQ, please
  7. Like
    RobRocketpants reacted to W1zard 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.
  8. Like
    RobRocketpants got a reaction from TobiwanKenobi in PvP mechanic idea: How to give L-cores more potential. (Shield stability)   
    I don't see any downsides to this idea at all, it feels like a win win in that it 100% will improve on the existing pvp ideology that NQ started in Athena and doesn't feel like it requires a lot of changes to be made to the game to incorporate it!

    Would love to see this taken seriously NQ, please
  9. Like
    RobRocketpants reacted to TobiwanKenobi in PvP mechanic idea: How to give L-cores more potential. (Shield stability)   
    @NQ-Entropy
    L-cores are weak in the current pvp meta. I have an idea about how to make them more powerful(but not too powerful) while also adding some neat complexity to ship design in DU, and without taking away from the viability of S and M cores.
    _____________________________________________________________

    PROBLEMS:
    1. Right now, having a light ship is valuable in pvp. Being light not only gives you good accel, it gives you a higher max speed. Having high accel and max speed allows you to withdraw and vent, run away, catch slower targets, dictate battlefield positioning, or just travel faster. L-cores are naturally much heavier, so they suffer here.
     
    2. Being small is also important. Having smaller cross section means less enemy hit chance, which makes you harder to kill. Tiny S-cores with a M-shield can tank just as well or better than big L-shield armored L-cores. So again L-cores are penalized for having naturally larger cross section.
    _____________________________________________________________

    SOLUTION:
    My idea is that NQ add a new mechanic that rewards having higher mass and cross section: Shield stability.

    Shield stability: Higher construct mass and volume would make your shield tougher - a separate damage modifier that reduces incoming damage like resistances do.
    _____________________________________________________________
     
    RULES:
    The mass and volume bonuses would be on separate curves, then added into one shield stability value, listed as a base value of 100% - a damage reduction multiplier of 1. High shield stability values might be 150% - a damage reduction multiplier of 0.666(33.33% damage reduction, which gives an effective hp bonus of +50%). Both curves would never allow shield stability to get anywhere near 200% (damage reduction multiplier of 0.5) so that a smaller shield could never achieve the same effective hp as a shield of one size larger. The mass and volume bonuses would be small at the low end of the curve. The mass and volume curves would have diminishing returns at the high end so that players can't just scale their shield stability to infinity. The floor of the mass bonus curve would start at the standard mass of a L-shield(125t). The floor of the volume bonus curve would start at the volume of a L-shield(646m³). The bonus scale would be the same for all shield sizes. L shields on heavy/voluminous ships would get good value, but standard-sized S and XS ships would get little to no value from this system, since they would have to achieve extreme masses (in the multi-kiloton range) and volumes to achieve high shield stability values. Shield stability would be calculated dynamically, so it would decrease throughout a fight as fuel is burned, ammo is used, and especially as voxel is destroyed. _____________________________________________________________
     
    EXAMPLE VALUES: (obviously NQ would have to decide the proper curves and bonuses)
    A ship with 5,000t mass and 3000m² x 500m² x 1500m² cross section values (a very big boi) gets a shield stability value of 147% - a shield damage reduction multiplier of 0.68. With this shield stability value, a Rare Active Shield Generator L now gets an effective hp increase from 10,000,000 to 14,700,000. So it has significantly stronger shields along with a large amount of CCS from voxel. It's now a tough nut to crack for S ships, but likely very slow and easier to hit for L and M guns.

    EXAMPLE GRAPH:

     
    _____________________________________________________________

    NOTES:
    This mechanic would add more choice and variety to pvp ship design. It would allow builders to make more stylized designs that normally would be too voluminous. L-cores would be good at killing other L-cores since their guns would actually do better dps to large targets than smaller guns would. They would target each other in fleet fights. The shield stability mechanic would also make haulers naturally tougher to kill, giving them a better chance to fend off pirates and survive. This would also indirectly add value to voxel, as the mass of additional voxel would simultaneously increase effective shield hp. Heavy voxels especially might become more attractive.  
    CONCLUSION:
    This shield stability mechanic isn't meant to make L-cores into invincible dreadnaughts, but to give them a solid bonus to survivability in the same way that small ships get bonuses - just reversed. My hope is that it would add potential to L-core multi-crew capital ships in stationary fleet fights. These tough, heavy, expensive ships would still be a liability in cost to build and operate, as they should be, but if properly supported and utilized they could measure up to the current light/fast S-core and M-core meta.

    I've tried to think through many scenarios with this mechanic to try to find problems, but I'm only one brain. Does anyone see any issues?
  10. Like
    RobRocketpants got a reaction from Shockr in 0.24 Phase One - Discussion Thread   
    Lighting and textures in .24 vs .23 - vertical light shadows are missing, hc texture quality is reduced and ambient light through the roof
  11. Like
    RobRocketpants got a reaction from Fembot68 in 0.24 Phase One - Discussion Thread   
    Lighting and textures in .24 vs .23 - vertical light shadows are missing, hc texture quality is reduced and ambient light through the roof
  12. Like
    RobRocketpants got a reaction from Madrummer in 0.24 Phase One - Discussion Thread   
    Lighting and textures in .24 vs .23 - vertical light shadows are missing, hc texture quality is reduced and ambient light through the roof
  13. Like
    RobRocketpants reacted to loaded in 0.24 Phase One - Discussion Thread   
  14. Like
    RobRocketpants got a reaction from Akanixon in 0.24 Phase One - Discussion Thread   
    Lighting and textures in .24 vs .23 - vertical light shadows are missing, hc texture quality is reduced and ambient light through the roof
  15. Like
    RobRocketpants got a reaction from AlexRingess in 0.24 Phase One - Discussion Thread   
    Lighting and textures in .24 vs .23 - vertical light shadows are missing, hc texture quality is reduced and ambient light through the roof
  16. Like
    RobRocketpants reacted to Shockr in 0.24 Phase One - Discussion Thread   
    The new ambient light is a terrible idea. We've lost any ability to create 'dark' areas. The 'dark seedy understation' on Utopia is now just an overexposed nightmare. It looks like Todd Howard showed up, told everyone that the dark is scary and now we've just got this permanent dusk at night.
     
    Areas that are completely hidden from the sun are no longer dark. No doubt this has ruined countless builds.
     
    If you're having trouble with light on planets or underground, fine.. but why bork up the shadows on constructs? Quite honestly, the lighting on the constructs was the best in the game, and now it's just Fortnite. Space is dark.. that's the thing about the absence of light.... it's dark.
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