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Today's obscrtuction changes to radar


blazemonger

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Today's changes to radar will force players to once more redesign. They also mean that the genrrally rather antiquated and oversized radar element designs to make designing nice looking ships more difficult as these lements really are not pretty to look at and now ships will need to have warts sticking out..

Today's sensory elements IRL are nothing like this, phased array receivers and emitters have taken over and these are mostly flush and flat on ship hulls and.or masts
CFSVZTYW8AAabIA.jpg

 

The sphere on top is actually the satvav dome..  Radar and comms antennas are the flat elements  ...

I expect that this is another one of the disruptive changes NQ is pushing through which will make players leave.. 

It's yet another sign the powers that be at NQ really do not understand what the playerbase wants and does.

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I hope the change wasn't there to force people to put the radar on of the top of their ship.

Because currently, it is always possible to make a big box in full voxel, to put the radar inside. And it will all work.

You will just have to make sure that you do not put a brake or other element on it

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The thing is, NQ is very inconsistent in how they "fix" things or where they make entirely irrelevant changes.
 

Radar obstruction is not in any way a problem in game. Hiding a radar inside a ship does not generate an unfair advantage of any kind, forcing it to have line of sight is only detrimental to players abilities to make nicely designed ships as the elements are eye sores.

 

This change adds _nothing_ to the game and really only is a detractor.

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Changes like this that make most ships require rebuild is becoming common place. 

 

What gets me is that this is a reason NQ stated as a reason to wipe. Yes they used stacking element case but in the end it is just changes to constructs that make current ones outside the game rules (for good or bad). 


 

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Putting radar on the outside is a really bad idea because once a ship's radar is gone it can't do any more PvP.  Whatever fight is going on will end at that point because without the radar you can't shoot at anyone.  Unlike things like engines there is only one radar for each gunner and they don't have all that many hit points.

 

It will be much better for actual fun PvP if the radar elements can be protected so they are one of the last things which go.  That way fights can go on for longer rather than turning into 'first one to kill the others radar wins'.

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1 hour ago, Zeddrick said:

Putting radar on the outside is a really bad idea because once a ship's radar is gone it can't do any more PvP.  Whatever fight is going on will end at that point because without the radar you can't shoot at anyone.  Unlike things like engines there is only one radar for each gunner and they don't have all that many hit points.

 

It will be much better for actual fun PvP if the radar elements can be protected so they are one of the last things which go.  That way fights can go on for longer rather than turning into 'first one to kill the others radar wins'.

Just furthers the argument for non voxel builds.

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I certainly feel that NQ has consistently ignored the opportunity and possibility to make voxels be what drives the game. Make it more than just "armour" or "pretty".

 

Design elements to be a core/a foundation of a functionality and then allow voxels, which can be shaped as needed, to bring out the elements attributes as/where needed. Have voxels with lift attributes buff wings, have voxels with thrust attributes glow and enhance engine efficiency as engines energize them. Have emissive voxels enhance radar ranges or focus it. Have voxels be conduits, actually connecting elements.

 

The opportunities here for customization and specialization are almost endless and it mostly takes is numbers in a database while the effect in game can be massive in many ways.

 

It's simple, efficient, low cost and easy to implement as well as allows for the "foundation" elements to be of simple and easy to integrate design and styling. 

Oh, and none of this is new ideas, they were put forward very early on by myself and several others.

 

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Is DU a game about sculpting voxels, or is it a game about placing elements?

 

Voxels are what makes this game worth playing. Making voxels second class citizens to elements destroys what makes this game worth playing. NQ doesn't seem to know what makes the game worthwhile. 

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I didn't see that the obstruction is the problem. Obstruction of radars follows the logic of all other elements of the game. The problem is the need of radars in pvp and the size of the L radar.

pvp

Radars are an essential part of the pvp mechanic, without a radar you can't shoot. Radars on the outside the hull seems a big target for shoots if the shield is down. Follow the logic of voxel hull and shield venting the radar is down until the shield is replenished. So you have an lightly damaged voxel hull, replenished shield ship which is not able to shoot because the radar element is destroyed. This seems fair if we are able to build/use radars redundant. Make it possible to link more than one space radar per command/gunner seat.

L radar

The L radar only purpose is pvp. For this objective it's to large on the outside of the hull. Make the base smaller so we can at least lay it on the ship hull. The actual base is to large,

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