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  1. DivineEvil

    Starbase Progress Notes: Week 14 (2022)

    For me personally, Inventory V2 is one of the most essential breakthroughs for now. There's a lot that relies on it. I know players have greatly different playstyles, so they also have the preferences for what they look forward to... but I have to assume a great part of players would agree the...
  2. DivineEvil

    Bridging the gap

    I agree. I believe that game developers bend towards FUN! too often and circumvent the value of travel and the associated risks slapping, fast-travel on everything. Capital ships are being worked on and player warp-gates are in the plans, so I really don't see a point in doing anything on top of...
  3. DivineEvil

    Sieges are coming to PTU

    You only need factory halls to use full-scale turrets.
  4. DivineEvil

    Demolition job 2.0

    I'm not crezy enough to talk with warships, but on a more serious note, that depends purely on the character of the improvements. That reminds me of the time in CA when I've underestimated the number of T-thrusters needed for my ship, so I just rebuit the entire array to double the number. I...
  5. DivineEvil

    Paper-thin and Tungsten-heavy: Armor Discussion Thread

    Its hard to imagine how the current voxel damage is then applied without much issue with radius and depth in place. If the armor stops operating as such after the armor value is exhausted, then the whole voxel damage model is purely decorative, and if there's no way to conditionally scale the...
  6. DivineEvil

    Paper-thin and Tungsten-heavy: Armor Discussion Thread

    Yes, I agree. The density gradient of the materials present is way too swayed towards the heavy side. This is primarily bad for the use of plating as such, and as being mentioned, requires an excessive amount of thrust to make any ship work, especially those which are designed to carry those...
  7. DivineEvil

    Demolition job 2.0

    Yes, but you already can do that manually with the difference being that it takes a little more time and grants normal returns. Designing the entire new hall building and all the associated interactions just to give people a way to earn some more money, compared to just selling the ship...
  8. DivineEvil

    Question to the devs about unfair stations and capital ships use.

    Well it does goes in parallel to what I was saying about the stations even when they were modular in CA stage. Back then it was extremely hard to complete even a single station module, but founding of the station was extremely easy. I had seen that as an issue and proposed that the station would...
  9. DivineEvil

    Demolition job 2.0

    What do you mean? The despawning of the ship on a landing pad is there. The despawning of the asteroids on collection module is there. The demolition job hall is there. There's no mechanics that would tie it all together to allow to send the ship somewhere where it can be salvaged with the...
  10. DivineEvil

    Hope for the asteroid to revive.

    To get to the precious ores, you need to go deep. Very deep. In the Eos ateroid belt I have a station at 420km depth, another one at 850km depth, and finally a station at the Elysium moon belt, for storage and refueling while mining for those ores. There's no holes, but different depth regions...
  11. DivineEvil

    Hope for the asteroid to revive.

    Take it out of the safe zone. All the amount you'd ever need is there and there's nobody to stop you.
  12. DivineEvil

    Demolition job 2.0

    Ship hulks are not worth salvaging simply because there's no refining yet. Once the ship parts and other products will require refined materials instead of raw ores, that would increase their value significantly. This would also increase the overall value of ships and their sell-to-station...
  13. DivineEvil

    Lifeline need to nerf

    If you're set to use the lifeline to spot someone behind you, well, then you probably have already noticed someone following you, meaning the persuer is already in your vision range. I highly doubt anyone is going to just jump off the ship every 10 minutes to see if someone is actually following...
  14. DivineEvil

    Regarding "New Player Experience-survey"

    Ship objectives create implications for those associated objectives - obstacles, shooting targets and whatnot. Spawning them in the opens space might interfere with the flight of other players, although there's plenty of unneded space behind the origin stations that can be used for that. But...
  15. DivineEvil

    Regarding "New Player Experience-survey"

    Agree to some extent. I'd be hard-pressed to imagine how a tutorial can introduce a player to ship combat, especially without the NPC mechanics in place (could at least offer passive target practice otherwise). A tutorial chain would have to expand quite a long way to reach the ship weapons...
  16. DivineEvil

    Regarding "New Player Experience-survey"

    For me Robocraft became lost when it dropped severely in performance. Went pretty much unplayable. Because of that I've switched to Crossount and spent good 3200 hours in it. It had the opposite problem - too little wiggle room for newer players to get drawn into the game. Because of that it...
  17. DivineEvil

    Regarding "New Player Experience-survey"

    I don't think its something to worry about. It's also not very friendly to try and disregard someone's feedback about new player experience based on your own presupposition. It is true that some of the casual players might turn away from the game by the merit of its nature, but its another thing...
  18. DivineEvil

    PASSIVE SENSOR TYPES | How to find stuff & a reason to multi-crew

    That's not what I'm talking about. What I'm talking about is: - The best PvP is one that is not planned. - Disagree because MMO doesn't do that well and tend to lean towards structured PvP (no examples given). - Not constructive. Miners should defend themselves. - Miners can also leave, the game...
  19. DivineEvil

    PASSIVE SENSOR TYPES | How to find stuff & a reason to multi-crew

    Oh I certainly did change people's minds in the past when they actually tried to follow the logical chain and valid reasoning principles. My mistake was assuming you are capable of that, which you evidently aren't. Maybe review your own line of reasoning once in a while to see if it makes any...
  20. DivineEvil

    PASSIVE SENSOR TYPES | How to find stuff & a reason to multi-crew

    Yes, we need sensors. The game suffers terribly for the lack of them. I disagree with pavvel that the implementation suggested by the OP, or any other implementation is likely to be advantageous to either party because both parties can use them. I also wash my hands from the ongoing discussion...
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