I know. But I hope they'll change their minds.
Especially if they decide to add recoil for ship based weapons (which would be extremely cool). Then buffing turntale/rail structural integrity will be a must.
It's quite hard to design ship when all the knowledge about the game is based on screens and videos. But whenever I have an idea, I need to draw it. Otherwise it just circle through my mind.
So here's couple of design concepts, with some quick mock-up model done in Dream Car Builder.
Whole...
I gonna carry spare mags under the turret, in the hull.
They seem to hold enough dakka for 5 minutes, rather than 10s like hand held guns.
So little longer reload times may be less of a problem than bulky, slow and volatile turret.
But that's just personal preference. I'd be glad to have...
My guess (or how I'd do this): rental lot borders are not physically blocking characters or constructs. They just mark the area where owner has much higher rights than everyone else. I.e. he can build and dismantle ships, kill (even within megastation safe zone), ect.
Invisible walls are just bad.
I'm all for large capacity/bulk mags/boxes.
But.
If you can hook them directly to a gun, it should be an meaningful choice to use them or not. Their undoubted advantage should be well balanced with drawbacks.
More explosive, bulkier and heavily affecting turret rotation speed due to weight seems...
My guess is you can't despawn ship in hangar if there is anyone on board.
Safezone saves you from sabotage, as Stanky said.
But he can still turn on hidden transmitter to let his teammates find your hidden base.
That's an important thought.
I'd go for periodic (daily? weekly?) PvP events, where you can earn fame, glory (leaderboard of some kind) and unique cosmetic parts (both for endos and ships).
Something that encourage people (both large and small factions) to risk their ships. Something that...
True, we don't want hyperlane mess everywhere.
But there are ways to limit it, by playing with numbers.
If the max range is short (i.e. 100km) then there will be way less possible connections. And need to build stations on the way.
Angle limitation would work even better. 90 degree? 120? Hard...
"It's worse" as in even more artificial then timer. What magical power make it possible to spawn at permanently immobile station but blocks from spawning at temporary immobile ship?
How does it prevent big factions from just sending dedicated engineering team and building small respawn station...
Sending simple strings or values via transmitter require much less precision then transferring personality. So is not affected by disruptor.
Also gameplay > realism. The point is to prevent/reduce combat respawn. And it works.
I get your point. Indeed artificial stuff is annoying. But limiting spawn to just stations is even worse.
How about respawn disruption module? Turn it on to prevent respawn within certain range.
Small ones block just few hundred meters, while big one can secure whole battlefield with large...
Here, the roads are also built by players: by creating road generators on both ends.
There would be no artificial advantage to any kind of ship, cargo or combat. Just those which can reach over 75m/s would hit the game engine limit of 150.
Catching up with target would be rather easy. While...
While I mostly agree, I think that making specific paths significantly faster (maybe up to twice?) Would provide player concentration without noticeable devaluation of distance.
Think of space as vast forest. If there are no roads between two castles, merchants will take semi-random paths...
What about hybrid system?
You can respawn at new exo instantly. But after respawning you have 1h delay before you can do it again anywhere within 60km range.
Reviving downed players would be still the main way of keeping your crew during battle, as you have just one respawn available.
Solo...
That's actually really good system. Changes infantry combat from tdm more towards territory control. Increase importance of cover.
Only drawback is that it removes some of the basic functions from big ships. Without respawn there is no mid-battle reinforcement, thus carriers become less useful...
Don't mix two completely separate ideas. This one is ONLY for displaying whatever 3d data you already get in your Yolol.
Waypoints, friendly ships, parts of your own ship, manually aimed rangefinder collision point.
There is separate thread for enemy detection here...
The module is meant to only display what Yolol already knows from other modules. So in no way it allows auto-targeting turrets.
Single player can already control as many turrets as he wants. Empire gunship was tested with central fire control seat. You can also possibly make a system where...
Simple module, that displays several non-physical icons (3d or bilboard) inside it's display zone (around central point).
Position, orientation and size of each icon would be supplied by Yolol commands.
Higher tiers could be bigger or allow displaying more objects.
Hologram is visible only up...
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