Search found 2538 matches

by Shrike
Tue Aug 22, 2017 11:14 am
Forum: Patch Discussions
Topic: [Concept]: Outlaw miner update
Replies: 14
Views: 139

Re: [Concept]: Outlaw miner update

The colour differentiation for mining lasers is a good point. I'll see what gaps in the spectrum we've got to work with. I"m not sure a uniform colour would work (although intensity variation might do the trick)...but you have a good point there. Reinforcements reduce the kiting problem, but yes, th...
by Shrike
Tue Aug 22, 2017 8:49 am
Forum: Announcements
Topic: Xelerus will no longer function from 1st September, 2017
Replies: 2
Views: 47

Xelerus will no longer function from 1st September, 2017

Before I get started with this announcement, I've got to give a big hat-tip to Wolfy for pointing this out in the regdev forum. They noticed this, and because of that everyone's getting an early warning. I'm making this a general announcement because I know we've still got folks using that old site ...
by Shrike
Fri Aug 18, 2017 10:31 pm
Forum: Patch Discussions
Topic: [Concept]: Outlaw miner update
Replies: 14
Views: 139

Re: [Concept]: Outlaw miner update

To elaborate a bit more on what I mean: the plasma torch also had the same function as your advanced mining laser - high damage, close range, high level. Functionally there would be no difference between the two, but it could make sense to have multiple high level mining devices if they served diff...
by Shrike
Fri Aug 18, 2017 10:09 am
Forum: Patch Discussions
Topic: [Concept]: Outlaw miner update
Replies: 14
Views: 139

Re: [Concept]: Outlaw miner update

This is a great idea. I'm interested to see better system level scaling for this faction. And since this already involves changing the code, why not letting the station choose the ore ? Let's have 1 single outlaw miners station, when it spawns , depending on system environment and level, it chooses...
by Shrike
Fri Aug 18, 2017 5:54 am
Forum: Patch Discussions
Topic: [Concept]: Outlaw miner update
Replies: 14
Views: 139

Re: [Concept]: Outlaw miner update

As far as equipment goes, I'm fine with keeping it as-is until we see a proper mining update. Problem is, I can't really do that and upgrade the ship table. There aren't enough mining weapons. I'm also dubious about us getting a mining update before 2020, so I'll do my bit while I can. @GiantCabbag...
by Shrike
Thu Aug 17, 2017 5:55 am
Forum: Patch Discussions
Topic: [Concept]: Outlaw miner update
Replies: 14
Views: 139

[Concept]: Outlaw miner update

I originally put a version of this over in the suggestions board , but the approach was flawed and the old code I was copy-pasting wasn't up to it. Since we've got this nice patch forum that's never used, I'm gonna revive it for use as it was originally intended. I'm planning to write up a major upg...
by Shrike
Thu Aug 17, 2017 4:35 am
Forum: Ideas & Suggestions
Topic: Changing ships at shipyards
Replies: 18
Views: 254

Re: Changing ships at shipyards

That's possible but has the risk of running into a gimmick-spam strategy. It might still be a good idea to put some harder limits on shiptypes so that upgrading to a new ship is more meaningful (although maybe with options to get around that for folks who want to upgrade a basic ship instead?). Cert...
by Shrike
Wed Aug 16, 2017 9:35 pm
Forum: Ideas & Suggestions
Topic: Continuous beam weapons
Replies: 26
Views: 355

Re: Continuous beam weapons

2. You can handwave it as PD operating on a different scale, and it will look cool without messing with balance. Obviously I'm opposed to it being on any non-PD weapons in Part I. (the flenser I'd actually suggest slightly slowing down since the current velocity makes it a bit OP when combined with ...
by Shrike
Wed Aug 16, 2017 2:47 am
Forum: Ideas & Suggestions
Topic: Continuous beam weapons
Replies: 26
Views: 355

Re: Continuous beam weapons

As I understand it, continuousbeam isn't any harder to dodge than a projectile - they move forwards at the same rate. It's a more interesting, prettier mechanic, so I support it, especially considering it diversifies the array of available weapons. I would say that I'd rather limit it to lancers, a...
by Shrike
Wed Aug 16, 2017 12:27 am
Forum: Ideas & Suggestions
Topic: Continuous beam weapons
Replies: 26
Views: 355

Re: Continuous beam weapons

As for game being (in)accessible. Players get spoiled these days and want the win handed to them, even if they do not want to admit it. If player is not trying to honor permadeath, he already has a gigantic advantage - infinite resurrection. (If I do not care about permadeath, I just let my ship ru...
by Shrike
Tue Aug 15, 2017 9:34 pm
Forum: Ideas & Suggestions
Topic: Continuous beam weapons
Replies: 26
Views: 355

Re: Continuous beam weapons

I remember the days when Xenophobes wiped you out from 150ls away. That was down to reduced scanner range giving you less time to dodge. These days, they're dangerous but you can avoid the fire. That's a gameplay trait that makes the game more fun and accessible. We really do not need a change that ...
by Shrike
Sat Aug 12, 2017 5:27 am
Forum: Ideas & Suggestions
Topic: Discussion: Universal randomised loot
Replies: 2
Views: 41

Re: Discussion: Universal randomised loot

Right, now that I've, mostly, relayed the original with only moderate blatant tampering.... Personally, I like the idea of random loot. But I'd prefer it to be done ship-by-ship. This is something that can be handled by community patches quite easily, and in future by coding new ships properly. Havi...
by Shrike
Sat Aug 12, 2017 5:10 am
Forum: Ideas & Suggestions
Topic: Discussion: Universal randomised loot
Replies: 2
Views: 41

Discussion: Universal randomised loot

Based off stream conversation. I'm conflicted about the idea, but it's worth talking about so I'm gonna write it down as best I can. Others who were on stream: feel free to correct/add stuff I missed. Ships should have some loot that can always spawn in any ship (unless that ship has it turned off, ...
by Shrike
Sat Aug 12, 2017 2:48 am
Forum: Ideas & Suggestions
Topic: Changing ships at shipyards
Replies: 18
Views: 254

Re: Changing ships at shipyards

Thing is, I'm not overly sure why you'd want to swap ship. There's no "tiers" of ship in this game, so you wouldn't be getting much of an upgrade. Any ship can have a Hyperion shoved on it and have god-tier weapons welded improbably to the hull. We still need more meaningful specialisation, and limi...
by Shrike
Sat Aug 12, 2017 2:44 am
Forum: Ideas & Suggestions
Topic: Continuous beam weapons
Replies: 26
Views: 355

Re: Continuous beam weapons

I am fundamentally opposed to continuous beam weapons as a replacement for existing weapons, and mostly opposed to them appearing in part I except for special purposes. They're hard to balance and make the weapons using them incredibly powerful. This is especially the case with lasers, which already...