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TerrorScout2

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Posts posted by TerrorScout2

  1. 5 hours ago, Koruzarius said:

    EDITED TO ADD: I just realized that people got beta keys who were not themselves backers, so I don't know how that factors in!

    (original message as follows)

     

    I posted this on the DUTT, but this includes what backer levels get what as stated in the video (I'm not a backer, so I don't know exactly what they mean)

    Advanced (1-3 months of sub time)
        - 1 mill talent points per month for 6 months at the end of each month. So 6 mill bonus points after 6 months.
        - 100,000 quanta in the same way.
        - Some new items
        - 5 small dynamic core schematics, to make some S-core ships right away
    Rare (4-12 months sub time + Iron, Bronze, Silver backers)
        - 2 mill talent points/month
        - 200,000 quanta/month
        - Some more new items
        - The 5 schems from above, + 5 M dynamic core schems
    Exotic (13+ months + Gold+ backers)
        - 3 mill talents/month
        - 400,000 quanta/month
        - Some more new items
        - All previous schematics + 5 L core schematics.
    This sub time includes time subbed pre-release that hasn't occurred yet. So personally my alt that I made 3 months back and pre-bought a year and a half on will get the top tier, even if launch happens next month.

    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. On 7/29/2021 at 9:57 AM, FuriousPuppy said:

    this updates pros and cons

     

    Pros

    -weapon tweaking, to be more helpful for server performance

    -Gold nerf, as a seasoned pvp player since start of beta, as long as it was pure gold any ship was too difficult to shoot and kill without 4 hours worth of ammo (not joking)

    -Shields giving cargo, lighter pvp ships a better chance at surviving with the new voxel nerfs

    -asteroids, something to fight over in pvp space finally. Pvp before had no objectives to fight over and was for pure bragging rights. Now we can benefit for putting our constructs in danger

    -glitch ships seem to be addressed on the PTS although not completely fixed but thats a good direction to go in

    -Fight Times, the most expensive ship will die if its shot at enough in pvp space and it wont take 4 hours to kill someone

    -PVP is now super cheap, anyone can get into it and they should. Missions really helped build bank accounts to afford the inventory needed
     

    Cons

    -Exotic phased radars have no purpose? whats the point of locking someone out to 4 SU if the game only lets you see 2 SU by Default?

    -Docked Cores with res nodes and VR Surrogates allowing random players to spawn on destroyed constructs and enter build mode to delete a ship they dont own or even shot at

    -Sunk guns inside solid voxel mass are still not obstructed and can fire freely, as well as other elements like brakes/adjusters/engines

     

    Suggestions

    -Recycling elements with lost lives would be cool (scraping it down for parts or giving the option to repair it with new parts)

    -Destroyed Constructs coming to complete stops when destroyed. (people VR over after the ship died and ride it with the momentum it had before death making it impossible to capture due to server desync)

    -Upgrade server performance with other Tiered Elements (uncommon wings M, advanced retrobrakes, exotic adjusters) this will lighten the load of the server when ships are using walls of brakes and adjusters

    -wrecks on asteroids? 

    -this one is kinda extreme, I would remove XS guns, make S guns automated only, make M guns attach to a pilots chair instead of a gunner's chair and make M cores ships the new "Fighter" type, and introduce a reloader unit (transfer unit basically) to reload the ammo containers for all weapons that works on all constructs

    -Make a friend or foe system? you have a transponder element in the game, but I need to use custom scripts to use it and it doesnt really work that well... I wish we could openly declare war on enemies and promote allying with our friends. At the moment all ships are viewed the same. 

     

    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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