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unmog

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Everything posted by unmog

  1. unmog

    Upgrade bugs

    Multi shot isnt. Go check it out if you dont believe me. Use multi shot 1 with the shotgun. I listed several examples of it being multiplicative. Accuracy, range, etc. ... Maybe Im just not explaining it well enough to get my point across. Regardless Im saying I think Efficiency upgrades should be applied in order one after the other, not having all the effects added first and then applied after. Would make more sense anyway from a balance perspective. This means if you have a gun that costs 10 energy, and you apply 80% reduction, it costs 2 energy. If you apply a 20% reduction after that, it would cost 1.6 energy [not 0]. Like wise that would mean if you applied a 200% increase from minigun after it would cost 6 energy [not 22] Maybe Im just using the wrong term to explain things. For instance when I get 50% more accuracy it doesnt just add 50 more accuracy to whatever gun Im using, it multiplies it? Ugh, whatever, sorry this is getting way into the weeds. If you think minigun and efficiency should cost 22 energy tho I disagree since it basically just makes using an efficiency upgrade pretty pointless from a damage per second per energy used perspective. Since energy is the biggest bottle neck with our ships I think my order of math would be more fair and balanced. Either that or change the energy hit from minigun to perhaps an accuracy or recoil hit or something along those lines instead~? I'm actually really smart, i swear :p I just suck at explaining things.
  2. Hmm, I thought I explained it already that its not "all" additive however, its usually a combination of adding percents together and then multiplying it by the base stat. Look at shotguns and multi shot for hard proof that theyre not all additive.
  3. unmog

    Upgrade bugs

    As I said, I already said efficiency shouldnt be additive it should be multiplicative. Its implied already that I understand its currently additive when Im suggesting it should be multiplicative. In effect, that would mean you wouldnt get a weapon down to 0 energy like you can currently, but you also would have better combinations in terms of using minigun and efficiency upgrades together.
  4. No I mean when the shield gets recharged and pops back up. You can make a logic to easily keep the shield up button without holding it yourself, and if it has taken enough damage the shield wont turn back on. Im speaking specifically of an event mirroring the "shield went down" suggestion to go along with "shield has recharged and went back up" event. Either that or shields should be changed to not require much energy unless it's taking hits, and the more hits it takes the more energy it drains, and it doesnt go down until you run out of energy.
  5. I do check facts all the time, I figure its just part of my OCD to make sure I put out correct facts and if anything is proven wrong I have no problem apologizing and correcting later. But for instance, all the math with the weapons compared to tnt and their damage is factually accurate.
  6. Again, my apologies for my brashness. I'm not one for artificial sweeteners, I shoot straight and true. I've tried to be more politically correct and positive with my words but people tell me I suck at it and usually come off condescending or fake or reading in between of lines that I didn't intend... and as such it tends to be a wasted effort. Its just easier for me to shoot from the hip and then apologize later if I stepped on anyones toes afterward to be honest yet fair. But I know I can come off as a bit rude or sarcastic sometimes which isn't my intent. Though in my aspergers perspective of things I can't control peoples idea or opinion of what I say or mean, I can only control what I actually say and mean. I do try and limit myself in terms of being too negative so I don't come off as raving lunatic however, tho I may even fail in that regard as far as I know. Still I appreciate the recommendation, its just hard for someone like me, hence the point of the apology in the first place since I know its a problem I struggle with.
  7. Would only work really for mostly circularish ships tho~ >.> and lets not forget magnets are pretty big and still require a lot of energy. Id like smaller more efficient magnets tho specifically for this purpose however. *nods* Then I could easily design them into existing ship builds... *nodnods* Or, we could just have a strong tiny strust, that works just as well probably~
  8. It at least would be nice in having when a shield goes down, to turn on a nearby shield to pick up the slack until it can turn back on. But we'd need a "Shield Up" event as well~ hmm, but I could see it being very useful in helping with their absurd energy requirements since they dont all have to be on at once all at the same time. *nodnod*
  9. Forgive me if this is already possible and I just blindly missed it, but so far Ive had to go to my save folder outside the game and manually delete them that way. QoL would be nice to just accomplish this in the game and then click a confirmation screen or something... >.> Specifically im talking about this screen, why dont we have a delete button?
  10. Hmm~ you could make a tiny wireless drone using a factory to see if it is indeed the core or not yea? Maybe try just making a little ship which only uses thrusters and a single fuel tank? That could at least find out if it IS the core or not?
  11. unmog

    Upgrade bugs

    When a lasers primary job seems to basically be drilling, it'd still be fun if it could be overkill without the need to abuse tnt as you said earlier :p Otherwise, yes almost all other upgrades are in fact multiplicative, not additive. Not sure how you dont see that. I'll give an overwhelming amount of examples now to crush the notion its otherwise, but first let me clear up what seems to be some initial confusion. "A 200% increase is a multiplication by 3, not 2." In game 100% is the standard. If your damage is 10, 100% of 10 is 10. If your damage went UP TO 200% that would mean your damage is 20, or twice that of 100% Its not a multiplication by 3, were not increasing it BY 200% we are increasing it TO 200%. Usually tho when dealing with percents you are multiplying the base number and not adding to it. That said, the minigun upgrade indeed DOSE triple the energy usage, increasing it BY 200% which would be 300% total, so maybe thats what you were referring to? Anyway now that I've hopefully cleared up that we can continue from the same point of reference I feel I can get to proving upgrades are in FACT multiplicative in most examples. The only ones I can think of that arent is efficiency, digging and damage, and the only way I know to test the damage is to add more than one. Thus a 75% of 15 blaster damage goes to 26, and another 50% goes to 34, not 39. Still not a huge difference in the final number however so its easy to miss it. Still the way upgrades work that their stacking effects seem to be additive, but their effects are regardless multiplicative of the original source. since in the end your multiplying the damage by 1.25 for two stacking damage mods. Accuracy= It's multiplicative, not additive. +50% accuracy for your guns doesnt ADD 50% accuracy, else a blasters accuracy would be 110% with the first upgrade instead of 90. Plus a shotgun with 100% accuracy still only maxes out at 80%. Thats multiplication baby. Projectile count= Multiplicative. Its hard to show since most guns only have 1 bullet. But look at the shotgun to prove my case. It starts out with 4 projectiles, and a +1 weapon projectile upgrade turns it to 8, not 5. As an aside, I believe they should raise the "max" of projectiles from 10 and make it unlimited, since a shotgun with +2 and +3 projectile upgrades maxes out at 10, not 12 and 16, meaning the poor shotgun doesnt get the full benefit of the upgrade unlike every other weapon. Similar like effects however are added independently before the multiplication is taken into account, meaning a +3 upgrade and a +2 upgrade just multiplies the initial result by 5, not 6, tho the effect in the end adds 5 to the initial which gets you 6. The math for this upgrade is a little in the weeds really since it sort of both additive and multiplicative. Cluster bomb= Multiplicative, each missile will get three more explosions when it explodes, meaning you multiply the number of cluster explosions by the amount of rockets you fire, which is why the game lags when theres too many. Laser Range= Multiplicative, meaning a default range of 40 doubled is 80, not 140. Though admittedly I wouldnt mind if lasers were longer so I wouldn't be against changing it~ Basically the game is adding like effects before taking the final number and multiplying that by the base number. Im just saying a decrease in effeciency shouldnt be considered a like effect but a sepperate effect after the initial efficiency values are taken into account, which would make minigun a more worthwhile upgrade and less of a resource hit. For instance if I use 2 efficiency upgrades to negate 100% of the energy, minigun should then factor in that math of 0 energy BEFORE applying its 100% increase. Doubling 0 is still 0 after all. Taking that same example, minigun and 2 efficiency upgrades on a blaster would (after 4 seconds) give you an you attack speed of 10, and bullet count of 5 for 24 energy. A blaster using projectile upgrade, attack speed, and efficiency on the other hand gives 8.8 attack speed, 4 bullet count for 2.4 energy without the need for a 4 second wind up ahead of time. Minigun sucks in comparison and should be better for a top tier upgrade in terms of efficiency. Instead of hitting your efficiency I dont see why it doesnt instead penalize accuracy or recoil which would make more sense to me. That said, it's especially true when the energy generators are the main bottleneck to contend with in ship creation considering how little they make compared to the energy requirements of almost everything. Small 1x1 shields should NOT require the same amount of energy as a 2x2 energy block, and a 1x1 drill shouldnt require even more. It would be less of a problem if our drone core could use efficiency upgrades too but currently we cant. So I respectfully agree to disagree and think there SHOULD be more options. You can keep the crappy energy generators in the game if you want for simplistic uses, but it'd be nice for the rest of us to have more options and complexity to solve our absurd energy requirements due to bad balance with energy currently. Regardless, sorry but the last part comes off more of a "sucks to be you" off handed comment and I don't appreciate it. Just because its not a problem you're concerned with doesnt mean it isn't a problem. Maybe try building a ship with shields and then get back to me about how balanced and easy it is, until then as you mentioned you barely even bother with energy so I don't really find your opinion all too helpful. What would require you to use more advanced energy generation if you didn't want to? If you're happy with it then dont worry, but dont try and slam the door in other peoples faces who would like more options. Regardless it wouldnt just "optimise a few crafts" and I feel thats dismissive. I merely suggested other alternatives for balancing energy generation if it is indeed a balance concern. Right now the balance seems completely off for many energy sucking items however and just because you dont use them doesnt mean it doesnt exist. You mention logic in the game, and that perplexes me even more. We have such an advanced logic system to make complicated things, but we're limited so much in terms of energy creation. And you dont see the problem in this just because you dont use shields and make sure to work around weapon energy usage with basically the REQUIRED upgrade for your guns to all have super low energy needs? Thats disappointing to say the least. Because what would it matter to YOU right? You admittedly dont even use them anyway so whats your advocation really worth in the end, yea? I know, its easy to advocate for nerfing things ya dont even utilize. Screw the rest of us yea? :p
  12. Maybe its because I prefer to use shields, which take a massive 20 energy with no options or upgrades for efficiency, but I end up having to make huge ships full of generators. >.>
  13. I disagree a bit with 500 damage in terms of enemies. I have weapons upgraded easily capable of bypassing the 500 tnt does which would be much easier to deliver. Lets take the grenade launcher for instance. Can add sticky projectile to it so it sticks to whatever you shoot it at, +3 projectiles, and +75% damage. Thats 700 total explosive damage in one shot, and only 10 energy needed for it. While not as "big" as the explosive radius as default tnt, what enemy would be big enough for it to matter over the ease of use a grenade launcher brings? Thats not even considering my favorite weapon, my MIRV rocket launcher. With +3 projectiles, cluster bombs, and remote guided missiles I can fire once to guide 4 rockets at an enemy of my choosing, which when they explode release 3 more explosions, each. Thats 600 direct guided damage right there for 10 energy, plus its fun and so easy to use. Lets take just the shotgun tho~ at 25 damage per projectile, accuracy up shootforce up and multiple projectiles, that comes out to 400 damage in a concentrated blast much like a sniper rifle again at 10 energy, would be more if I bothered with damage upgrades but after a certain point well, whats the point insane damage numbers in combat? Plus you could WAY more easily double up or tripple up a gun than it would be to create all the stuff you need for a tnt delivery system. TNT would only be good for making a suicide drone factory or something and theres easier and better alternatives. I just dont see it as a viable weapon, even with higher damage. However if we could adjust the damage or radius it'd be useful in other regards. Even just using heaters again as an example, you could make a suicide drone with a magnet and a heater to suck up a bunch of enemies and light everything on fire. Would be way more effective than tnt. The only time tnt would be "unbalanced" that I can think of would be if they made actual pvp a thing, since the explosion radius of tnt is much bigger than someones shields currently can be. But thats only a "what if" situation in the future, that somehow only uses the things we currently have as they work now. And even then, they could just disable tnt in pvp~? Regardless, until TNT gets a buff I don't think there's going to be many uses for it when just compared to current alternatives, which is why I'm using heaters currently... which probably arent intended as such...?
  14. Well like I said, I disagree about it being "balanced" since Im not sure why upping the damage would be "unbalanced". I figure a 2x1 block of tnt should at least be able to destroy generators and the like around it of equal size, but it cant. Maybe if it was only 1x1 and did 500 then I could just put 2 in the same place of other similarly sized things around it to destroy it. But currently in the game its much more effective to use 1x1 heaters to destroy things instead of TNT, so Im not sure why you think its "balanced". Plus you can configure a heaters area of effect~ Again, these are all fair and logical points of why I believe its not balanced, but if you have any counters to it other than just your opinion or a feeling then by all means please share?
  15. Its fine to disagree, but 500 damage isnt reasonable imo. Its basically as big as a rocket, and if you place it right next to said rocket and detonate it isnt even strong enough to destroy the rocket. That seems off, especially considering you wouldnt need a rockets worth of explosives to destroy it irl.
  16. Yup, same here... but Im just OCD. :p Definitely much more noticable with bigger ships too, even if theyre perfectly symmetrical.
  17. unmog

    Upgrade bugs

    Dont have or need a picture for this bug, and Im playing on the current version as far as steam tells me. Anyway, I wanted to report some bugs with upgrades not working together or perhaps not working as I think they're intended. Cluster explosion and Big explosion don't work together. The first one will override the second. Why cant we have big cluster explosions? Heat seeking missiles don't appear to do much in the way of seeking. I figured maybe I had to hit them with some fire first but even that did little if anything to improve their tracking. However they DO seem to track, slightly, using another upgrade to slow the rockets to ridiculous levels helped show me they were in fact working, but even moving at a snails pace they couldnt track for hot garbage. I believe the upgrades tracking should be improved, its barely noticeable at normal speeds. Many laser upgrades dont work together. Reflective laser doesnt work with split laser. Penetrating laser doesnt work with reflective OR split laser and doesnt go through dirt [woulda been nice to dig faster] Efficiency upgrades should be multiplicative, not additive. Meaning if I use minigun which raises the power needed by up to twice as normal, also called 200%, and I use an efficiency upgrade to counter it by 80%, 80% of 200 should be 40%. So a gun that normally uses 10 energy should be using 4, instead the current math is 200% -80% equals 120% or 12 energy. When every other upgrade is multiplicative I think the efficiency upgrade should be too. The fact it isnt seems to be mostly to be just a thumb in the eye for wanting to use higher tier upgrades and strong deterrents from using it even if we sacrifice a second upgrade to counter it. Mathematically speaking its better to avoid those upgrades that hurt your efficiency. Lets say the gun normally uses 10 energy without any upgrades and fires one bullet .I can use +3 projectiles to get it to 4 with no cost or windup time whatsoever, then I can increase its firing speed by 75% again without any cost or windup time, then I can increase the damage by another 75%. Meaning the same gun for 10 energy costs me the same but Im getting an increase of 36x the damage. Now if I use minigun alone, energy efficiency to counter the negative, and a 75% damage upgrade Im only getting 5 projectiles instead of 4, a slight 25% increase to fire rate, but also a 20% increase to the energy I needed than normal. If you hammer the numbers it would "seem" the minigun with efficiency barely beats out just using multi shot and rapid fire upgrades, but this isn't the case. Why? Because you have to hold/charge it first for 4 seconds before it gets to those upper levels, meaning its losing out in damage during that same time. Plus, by its nature it already will be inaccurate and wasteful, which hits the energy requirements even more if you consider not using it gives you reliable fire power you can put out whenever you need to with less generators in your ship. Regardless the figures skew WILDLY away from minigun if you just use multi shot, damage and efficiency instead of fire rate. Why? You can just build two guns compared to the one you were going to build anyway, each gun will use only 2 energy, so 4 total compared to the 12 with minigun, and it essentially doubles your fire rate [and armor/health] for a third of the energy consumption. And with all the space on your ship you're saving with not needing to build as many generators youll have plenty of places to stick a gun to. Uhm, that one was longer than I intended... sorry. Ugh, it gets me mad tho. High tier upgrades should be better not worse. Instead of hurting your efficiency, how about it if hurt your accuracy or recoil some instead? I also dont think the "more lasers over time" should increase the energy as much either, I mean, its a fan... leave my energy alone As an aside, I believe the energy generators could use some better balance as well, my ships tend to be like 90% energy blocks. A good place to start I believe would be to double their energy regen, or make a block with no energy capacity but really high creation, perhaps it could even use fuel to create energy? In general tho I believe theres many much better ways to balance the generators other than to make them all weak and barely able to power one thing and one thing only. For instance, what about bigger energy blocks creating more energy than smaller ones, but also creating heat you would need to vent for? That way a 1x1 energy block could say make 10 energy, but a 1x2 one makes 30 and generates a little heat over time, and a 2x2 one makes 90 but makes it a necessity to account for cooling as well. If you made them explode and do damage if destroyed it would mean you ALSO would have to protect them too instead of just sticking them wherever you can find a place willy nilly.
  18. TNT needs a buff, yea.. >.> I started using heaters as well, more space efficient too! Probably shouldnt be able to light your ship on fire with a heater tho. Definitely doesnt seem like something working as intended.
  19. I was considering using a magnet and just leaving it on all the time :p but then of course theres the problem of it pulling bullets toward me as well as an energy requirement~ I was about to suggest a "anti spring" or strut idea to pull things in and keep it from wobbling. Would be a neat idea for an upgrade for your core too tho, "stronger struts"
  20. This is going to cover a wide array of things Ive experienced in the game. I hope whoever reads this understands the amount of time and effort I put into my thoughts before making this post, I'm quite OCD. That said while Im still new technically, Ive pretty much spent every hour of the last week playing and mostly tinkering with things. Im unsure if you unlock more things the more galaxies you go through but if I find anything new Ill add or amend things as I go. Weapon feedback TNT= This should act more like the heaters and coolers. RL explosives dont need to be very big, which is why I believe this shouldnt need to be bigger than 1x1. On top of that, it should have a slider to customize how much damage it does and a slider to adjust the range, just like the heaters and coolers, tho it does seem on the low side of things. Id suggest increasing the max damage to something like 1-2k. The maximum range seems fine where it is, but it would be very nice if we could shrink it so we can use it easier if we only want to destroy certain things. There is a reason TNT is on the top of my feedback list, id have enjoyed using it more if it was easier to use and more effective. Instead I get a thing as big as a rocket that can't even destroy a rocket. It needs a buff basically, but if you add in those options that the heaters and coolers have it could really shine. Flamethrowers= Weaksauce... utter garbage. Maybe Im not understanding something but Id figure a flame thrower would be the best at applying status debuffs on an enemy, aka lighting them on fire or freezing them etc. Instead it takes much longer than anything else Ive experimented with. On top of that its damage is abysmal and the upgrades seem to be mostly trash. I figured it might shine if I added a combo of longer particle life time and sticky particles, in my head I figured it'd act as a damage over time to really increase its elemental effect, but nope. Maybe the upgrades are just broken, I've noticed some that seem to be... but in its current state I dont even see the point of it in the game. Lasers= These show a lot of promise, tho the upgrade options are more limiting and not as good as other weapons. Surprisingly theyre pretty good at digging, as well as adding elemental procs to enemies so make good options for energy free utility weapons. But the range is abysmal for what I can assume to be no reason at all. Meaning if you want them to be worth a damn you're almost obligated to spend your limited upgrade options into range. I believe if the default range was increased maybe 50% or even double what it is that'd be fine as a "standard" range, to balance it you could say it does more damage the closer you are to an enemy or something. Other than that, many of the upgrades seem broken or meh. Split laser for instance, whats the point? Its so short you cant really hit anything with it unless theyre super close. The reflective one seems a bit better but in a random sort of way. Plus a lot of them dont work together. Say I wanted penetrating split or reflective lasers? Well too bad... why not? Then you have multiple lasers which make a default fan sort of shape, why not give us the ability to design our own designs? But with the fan design it makes it pretty much pointless outside of very specific situations, I like using it for digging for example and I throw on penetrating to debuff groups of enemies. The attracting laser and repelling laser seems interesting from a "what could I throw together" mentality but despite that sits about where Id put the fan lasers. To improve a lot of this I suggest just making it all work together whether it makes logical sense or not. And why does upgrade range over time come with a huge energy hit? Makes it worthless in the end compared to the default range upgrades. Again I highly recommend increasing the default range of the lasers so they're not terribad without the upgrades, upgrades should be optional not required. Blasters= Pretty decent default weapon, tho kind of think it should cost 10 instead of 12 like the majority of other weapons and I dont see why the default accuracy has to be so bad. Tho for upgrades I found that extra projectiles was pretty much required for it to shine as a weapon. Surprisingly it does good damage, as well as good for elemental procs. After I got the accuracy upgrade for it I stopped using lasers because their terrible range when this thing basically behaved more like I wanted from the lasers. With a projectile count upgrade it behaves a lot like a shotgun too, tho fires faster. I just dislike that the minigun upgrades additively increases the energy consumption instead of multiplicatively unlike EVERYTHING else. This mean trying to use that along with an energy efficiency upgrade is made kind of moot, otherwise minigun would be worth it as a top tier upgrade. But instead it takes a back seat to the default projectile count upgrade Shotguns= Seems to have potential, but weak compared to other options. With its short range and terrible accuracy/fire rate I ended up just using them as a cannon. Energy efficiency be damned since I'd only fire one at a time, I used 100% accuracy, more bullets and bullet force. Acted pretty good as a sort of inaccurate mortar blast. Again like my other complaints tho, there didnt seem to be many effective combinations. Rockets= Now we're talking, I really enjoyed these. In fact Im not sure why they're only 10 energy compared to the 12 the bullets use >.> But the favorite weapon in the game now is by far my MIRV missiles, with +3 remote guided projectiles with the cluster bomb addon... just too many of them starts lagging my game Otherwise, my only real complaint is the apparent uselessness of heat seeking missiles. I figured for them to work maybe I had to heat up a target first with fire damage but even then they were just hot garbage. My original plan was to put them on an auto turret so it could defend itself well, but I ended up just hedging my bets with more missiles with bigger explosions in hopes that at least one would find its mark. Also as an aside, theres a bug where cluster explosions and big explosions dont work together, the first will cancel out the next. Would have been nice to have huge cluster bombs. Grenades= Havent used them much. Seems like they default come with reflective projectile and big explosions while doing twice as much damage as rockets. But for how fun the rockets are I dont see them having much use for me. Im guessing they'd be pretty good with sticky upgrades but this is just another case of certain upgrades basically being a requirement to make something viable. Specific upgrades Sticky Bullets and Reflective bullets= Seems like you ran out of space in the "bullets" category or just couldnt think of enough things for explosions to do honestly... plus I dont see the point of sticky bullets other than grenades. It doesnt seem to do more damage or anything like that, maybe Im missing something? Air resistance= LOL! What is this even doing as an upgrade? This trash should be taken out and put in the sticky bullets/reflective bullets in its place~ make more room for "good" upgrades instead of stuff to waste resources on you'll never use. Projectile lifetime, bullet force and recoil= Considering we lack many options for things, I feel these should just all be combined into the same upgrade. Faster bullets that travel longer with less recoil. They're all sort of meh alone compared to other options and we're limited to picking the best 3 after all, which these are not it outside a relative few and very specific occasions. Minigun and laser upgrade over time= The energy hit is just too high for it to be useful strategically. Plus 100% more energy is additive, not multiplicative unlike all the other upgrades. I feel this should be multiplicative, so if I use an energy efficiency upgrade to drop my energy cost to 2, the double cost of firing it would then go to 4 not 12. *grumble* Really makes the efficiency upgrade in combination with this the least efficient upgrade. On top of that all the other upgrades 1= dont need to be charged up over time and 2= dont increase energy costs. I feel the necessity to charge it over time is a big enough penalty without incurring an energy hit. If you feel differently, maybe you should consider increasing the time needed to charge them up? But at least make it multiplicative instead of additive, I would have loved to use them if they werent statistically inferior and such energy hogs. Ship parts TNT= Yes Im mentioning it again because I really feel I need to, please make it behave more like the heaters and coolers? Pretty please? Its really sucky currently. Sensors= Theyre good... but could be better. Mainly, why limit the range so much? Instead of 60, why not 100? Or maybe include bigger sensors that can reach further? Energy generators= I feel theres probably some balancing needed here, the energy generators seem to be very weak compared to the energy requirements of litterally everything without an energy efficiency upgrade, meaning you need to make huge ships that are basically just big blocks of energy to power things. I feel if you doubled the energy gain it'd be about where it should be, allowing me to make ships with actual armor parts and stuff on it. You could always balance energy generators another way if you felt you needed to, this being a space game Im surprised venting heat isn't a thing? Big energy generators could just generator some heat that you'd need to get rid of with coolers and such. Id like to see some ship upgrades that improve energy generation and perhaps capacity, or if heat was included you could have an upgrade that lessened heat generation. Otherwise I feel when they explode they should damage things around them like the fuel tanks. Fuel tanks= First off I feel fuel tanks should NOT regen fuel automatically, they should just store fuel and you need some other method of acquiring more. Either that or the rockets should double both as a rocket and as a fuel tank and make a fuel generator to put in your ship somewhere. That said, I didnt need very many of these, Id generally just put 4 medium ones around my core somewhere and id be good to go really. I feel thats a weakness in the game when theres not much more to consider about them than that, even if they explode it doesnt matter since if my fuel tanks are taking damage things are already fucked. Rockets= Like I said above, I think these should also count as a fuel tank in terms of capacity, I also find it strange if they get destroyed they dont damage things around them... say for instance other rockets, potentially causing a chain reaction. Otherwise I feel the default rockets are good, tho Id like to see more customizability. For instance theres little point in picking a dynamic thruster over a normal one. since it has all the same stats, just one is programmable to an extent. Would be nice if all the thrusters were like that, and maybe we had some bigger options. Other than that, Im also not sure why these dont generate heat, but you can point them directly inward on your ship with no consequences. >.> Building blocks= I feel these should have more health than they do. A basic 1x1 block has 1k health... so does a gun. So why bother lining my ship with armor when I can line it with guns that both protect me somewhat and I can use to attack back with? I feel you should at least double the health values, and include an armor rating that mitigates damage. Id also like to see repair block, could heal your ship overtime and act much like the heater and cooler does currently. Because really if not, whats the point? Just make a bunch of energy generators and stack up on shields. Id like to see some upgrades for your ship that improve the armor or health of these as well. Resource tanks= I feel these should probably hold more than they do currently... need a bunch to be useful and they are NOT small. Plus when there's multiple resources to deal with, itd be nice if I could just switch them from yellow to red to blue without needing to manually replace them along with everything else it may be attached to. Shields= I feel the area they cover is too small, and the amount of damage they take before shutting down is weak. For what it does, I suggest either buffing those things, or lowering its energy requirement to something more reasonable like 10. I think it'd also be nice if we had upgrades for these as well, say like efficiency upgrades or shield regen time or max shield protection, range, etc. Plus, why do we only have small shields? By definition if we have a small shield we should have a big shield right? I saw a topic earlier that included a picture with different sizes of shields that covered different areas, I also thought the half circle shield seemed like a cool idea. Maybe it only protected from the front but could take more damage? Also... explosions still "pierce" through shields and damage things quite a ways behind them which I feel is a bit unfair. Decoupler= I feel the decoupler should disengage everything its attached to regardless of whether its a parent or a child. Whats the point of having one still stuck to your things after you wanted to decouple it? Like, it should just disappear after its used basically. Springs= No idea what these are for yet, havent really needed em. Good for having them tho, I guess? Magnet= Seems useful, never used one until I got to the relic mission and was wondering how in the heck I was supposed to grab the thing. Factory= this thing is seriously overpowered... I feel it should be a drain on energy and fuel and stuff. plus 4k health? Its the strongest part in the game! More reason to make the large 2x2 block have more health at least~ Drills, saws, spikes, etc= Havent used em, tho I feel the drill has way too high of an energy requirement, 25 wtf!? Which is probably why I didnt use em... heck even my fan lasers over time only top out at 20 and at least Im able to customize those so I just use them instead. Would be nice if there was upgrades for these things tho. Logic Logic gates= I know this is currently a hot topic issue on the forums, and Ive put in my opinions there too. But I really think these are too big, they should be at least 1x1. Even better, maybe have a black box or a brain box or something you can put into your ship which can hold these or a number of their equivalents. Maybe bigger boxes can hold more? I feel if we use different sizes tho the improvements shouldnt be 1 for 1, there should be some efficiency incentives to using bigger boxes taking up more space. and working around it. Logic in general= I think that unless you have a wireless receiver somewhere on a drone pod or whatever, that if something is cut off from energy and fuel it should also be cut off from logic. This would help a number of things for many reasons that I wont go too in depth here. But basically, its for consistency and giving the wireless receiver a point to be used as well as making certain builds better or easier. Logic splitter= I think this needs an on/off feature at least, but I think there should be also two types. One type would be the current one, no commands go IN. However I think we need a second type as well, nothing goes in OR OUT, meaning you could use a blocker and a wireless receiver together to control something without causing signal interference with things listening for the same frequencies. Timers= Im not sure why we need so many different ones... couldnt the same thing be achieved with just one timer and an option for a set number of ticks? Im thinking something similar ala minecraft where you had timers and just hit a button to change the timing. >.> Final Thoughts So as a TLDR, I really love and enjoy the game. I hope things continue to improve with more content and things to do. I know I might sound like Im shitting all over things, if so I apologize. I have aspergers so I can be pretty blunt. I also have OCD and Im hyper attentive to detail so I remember a lot of this stuff I think about, and for my own sanity had to release all of this. Im unsure if the devs actually will spend the time needed to read this or even if they actively view the forum at all. But here's to hoping my stupid ideas are received well and help make the game even better than it currently was without any of my input. Kupo. Sincerely, unmog
  21. Hmm, I got to thinking actually a few things that are troublesome that could be easy enough to fix. First, anything that breaks energy connection should also break logic unless it has a wireless transmitter attached to it... cuz if not whats even the point of the wireless transmitter? Second, have at least some simple logic for the logic splitter... say for instance at least an on/off function. Third, have some basic options for dynamite like changing the size or damage of the explosion and maybe some smaller and bigger variants. Still, Id like just a tiny 1x1 tnt that we can make stronger or weaker, bigger or smaller. I dont see why it needs to be as big as a rocket. Lastly... have a decoupler detach anything that's attached to it, because if not how are you supposed to remove them after without dynamite and whats their purpose if you can't use it to reattach something? If any of these things would be done it would greatly improve things, and I dont see why any of it would be that difficult.
  22. I was trying something and this topic, if I understand it, maybe has something to do with a problem Im having. I was trying my hand at making a drone that has the main body separate from the core that has most of the logic stuff... and maybe its just that Im doing something wrong or Im being too grandiose for my first attempt but Im stumped with a couple simple parts. The first problem being I want to make a factory so it can make new ships if something goes awry during the mission. So I wanted to set up a decoupler connected to a logic splitter so the ship is effectively "off" until I release it, but the logic splitter turns off the decoupler as well meaning it cant be released. Here's a picture for an example. So I tried it next in reverse, which only led to decoupling the ship with the logic splitter still attached which still left the ship in off mode. Seems legit at least. Next I tried running the decoupler to a logic connector, and then running that logic connector to the logic splitter. The idea behind it being to have the ship still separated and "off" but the decoupler still able to get signals. Take another picture why dontcha? This only "sorta" worked... as while the decoupler worked, so still did the rest of the ship. This basically means that the logic splitter was effectively rendered powerless, since anything also attached to the decoupler was turned back on as well not "just" the decoupler. Also, its weird the decoupler doesnt let go of each end its attached to... aka my ship still had a decoupler and wire attached to the side of it. I decided just to use explosives to destroy the splitter and some free hinges to connect things in a way my ship wasnt damage... as an aside I find it strange that we dont have options for tnt to increase or decrease the damage or the size of the explosion. >.> Anyway, my next bet was to simply use dynamite before the logic splitter to destroy it instead, but that doesnt really solve the problem. Why? Because I also ran into the same problem trying to have a simplified multiple auto turret. One auto turret works fine, but having more than one has them all acting off each others signals. I tried again with the logic splitter, but that just disabled the turret protecting my "brains". I tried with the splitter and connector, and that again didn't block the signals from one turret to the other. It'd be nice to "contain" the signals so they cant cross contaminate, but it left me with the only options of either having a bunch more logic blocks to differentiate through the signals manually, or to be lazy and let them all fire indiscriminately anytime any of them sensed an enemy. I decided to be lazy until I can figure it out... also as another aside I find it odd power isnt shared but logic is. There was something else I wanted to say but Im a bit tired and I cant remember and for some reason the forum wont let me make another paragraph... whats with this size limit thing?
  23. Would be nice to be able to unlock more or better parts, as well as upgrade their efficiency, strength, energy drain etc like we can with weapons. For instance customizable shields and thrusters. Would be nice to upgrade a tiny booster to be really strong, or make a normal booster more fuel efficient, or the armor rating of certain blocks, increase or decrease the mass of parts, etc.
  24. Who says larger shields have less protection not more? Personally Id like a shield upgrade to increase the strength of a shield. Similar to what we have for guns. Shields could use less energy, stronger protection, have bigger areas, recharge faster, etc.
  25. Actually as soon as you type something the text DOES get removed, but I still dislike the text :p Also for sake of saving time and improving convenience, I wish we could just open up our drone customization page without first having to go to a planet... unless theres a way to do it that I missed? Also would be nice to have more information about the planet when putting your mouse over it, and just click it to do the mission.
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