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TerrorScout2

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Everything posted by TerrorScout2

  1. This is my question also doe all of a Gold tier backers account keys get the Exotic if subbed for the 6 months or only one?
  2. Goal: To allow competitive ships to have a more varied and non utilitarian look. Suggestion 1 of 2: Make all cosmetic elements / lights / doors / exc. have zero mass and 1hp with no resistances and no cross section. Suggestion 2 of 2: For Voxel have a build mode mass reduction option that lowers voxel mass to be reduced by a percentage along with core stress. (set voxel mass to %50 and core stress is halved or set voxel mass to 0% and core stress is also at zero just like an element only dynamic core.) Justification: With max speed tied to mass realism is no longer more important then player fun and a big I mean BIG part of a lot of players fun is roleplaying but they must also be competitive as there is no PvE content. So make all the fun cosmetics including voxel have no performance penalty (Exception: Voxel cross section if it's hard to implement fix needs to be ASAP) voxel would still stop damage to elements even at zero mass but add to cross section and with zero core stress the core just explodes from stress damage letting you add all the voxel you want then set how much of it adds to mass and core stress with a simple percentage setting would give the most flexibility in dynamic construct designing and building. With no or negligible performance / utility loss if you add cosmetics / voxels.
  3. With the new max speed limits I don't think this matters anymore as a cargo ship has to be under 1.5kt or it's going 20k/h and most pirate ships will be 35k/h ships or faster and with rockets they can have a faster max speed so haulers have no chance of escaping now. And warping in reinforcements down a pipe will require you to stop then catch up so you just have to do it with light pirate like ships not the 20Kt battle ships you will want for PvP base defense. Warp Drops at zero speed would be useful for getting to multiple locations along a line like asteroids and space station so it should be good to have the warp drop you at zero like a normal exit. The warp cancel and keeping speed was a bug they made into a feature instead of fixing it.
  4. I wont quit because of the new 25 per character core limit because I have enough alts to boost up my personal Org. However once the game is out of beta and the beta keys no longer give free game subs I'm going down to 1 character or less and it's looking more like less is going to be the better option. Just glad I didn't spend my time building some 100 core mega tower or similar project.
  5. I think this is all good. A few things I would like to add. 1. Because building your own ships and bases is core to the game you cant just nerf voxel armor and not get massive voxel cubes. So I would leave voxel Hp the way it was based on mass and instead add a lot more resistances to the half tier voxels like Plastic Steel Carbon fiber exc like Plastic should be 90% resistant to electromagnetic but 0% to Kinetic Exc for all of the voxel you have the resistance mechanic in the game use it. Then nerf voxel by boosting weapon damage 2x or more. 2. To deal with lag reduce the number of weapons a seat can use so there all the same as Railguns just make weapons that are supposed to shoot more shoot faster or do more damage or hit with a burst of impacts like a 3 barrel cannon shoots calculate hit/miss if hit do 3 hits from the one shot if miss nothing more needs to be done reducing lag. 2. Make all weapons have the same range no matter the sized. So the XS Railgun and the L railgun should have the same ranges. So range changes by type of weapon not size. But like Engines make the Tracking be what changes with size XS have near perfect tracking L have very slow tracking. Because we make are own ships weapons meant for a size of construct cant be balanced so make them for attacking a type of construct like a real weapon would be designed based on what it needs to kill. Remove the weapon restriction by construct size so large weapons can go on XS Cores again. 3. Shields should recharge during combat every 30-60 seconds or so with a fixed amount of health and a shield should always negate all the damage from a shot no matter how powerful it is or how low the shield health is so no ship can be taken out with one shop this is why super small ships that can dodge 95% of hits still just die to the one L weapon shot that hits them. 4. There should be different types of shields with different resistances so that switching shields and damage types matters make a shield operator seat that can turn shields on and off and change resistances every 30-60 seconds the delay so that the server can have time to update to all the clients new hp and resistances. 5. Now that we have shields remove the fixed dodge chance from core size and add it to shield size so there is a reason to pick a smaller shield size, and let ramming do damage if the shield generator is off.
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