Search found 527 matches

by sun1404
Sun Mar 19, 2017 4:49 pm
Forum: Shipyards
Topic: Inputting straight from the keyboard query
Replies: 4
Views: 3640

Re: Inputting straight from the keyboard query

I think armor repair shouldn't be available immediately. The current system already allows a ship with a load of repair equipment to become virtually indestructible. Making it quicker and easier would just make for worse balance.
by sun1404
Sun Mar 19, 2017 4:45 pm
Forum: Shipyards
Topic: The Ark : has anybody shot it?
Replies: 7
Views: 5912

Re: The Ark : has anybody shot it?

I thought volatile loots just add to the power of the death explosion. They also give a chance of instant destruction as well?
by sun1404
Sun Mar 19, 2017 4:35 pm
Forum: Ideas & Suggestions
Topic: trancendence online
Replies: 3
Views: 4054

Re: trancendence online

Leaving balance problems aside, I think the game engine doesn't even have any support for online play. To make it online would be more or less to make a completely new game.
by sun1404
Sat Mar 11, 2017 7:05 am
Forum: Ideas & Suggestions
Topic: Solar items increase reactor efficiency instead of refueling
Replies: 30
Views: 20488

Re: Solar items increase reactor efficiency instead of refueling

I agree that Sandstorms could do with speed improvement, but I don't think Corsairs should get one. Even now I sometimes have trouble hitting them with forward weapons when they're dogfighting me, which actually makes me try to kite them. Kiting works like putting your back in a corner in this case,...
by sun1404
Fri Mar 10, 2017 5:58 am
Forum: Ideas & Suggestions
Topic: Solar items increase reactor efficiency instead of refueling
Replies: 30
Views: 20488

Re: Solar items increase reactor efficiency instead of refueling

I think those of us who needs fuel are mainly those who likes to heavily farm, not for equipment or credits but for score. Score farming can take far longer than your fuel can hold out, even if you stuff your hold full of Pteracnium rods. Also sometimes the game can be pretty cruel and many systems ...
by sun1404
Thu Mar 09, 2017 5:39 pm
Forum: Ideas & Suggestions
Topic: Normal Maps for Ships and Stations
Replies: 2
Views: 3315

Normal Maps for Ships and Stations

First off, I don't really know how this works or if it's easy to implement for Transcendence, but I found this discussion about Normal Maps that looks really interesting. It seems to be able to give dynamic shading to ships and stations while taking little processing power. Of course, it'd require t...
by sun1404
Sun Feb 26, 2017 11:45 am
Forum: Commonwealth
Topic: 1.7 Beta 4 and Part II Alpha Test
Replies: 76
Views: 106252

Re: 1.7 Beta 4 and Part II Alpha Test

Sometimes I do wonder how exactly can Pteravores eat the fuel of zero point reactors, since those don't even support Pteracnium fuels. Will they be able to eat gravitic fuels when those reactors become available too? And what about the acheotech reactors, which works a little differently?
by sun1404
Sat Feb 25, 2017 2:55 pm
Forum: Commonwealth
Topic: 1.7 Beta 4 and Part II Alpha Test
Replies: 76
Views: 106252

Re: 1.7 Beta 4 and Part II Alpha Test

Yes, I meant the Green Vespids' weapon. I thought it's a possible drop item that I just didn't get yet. Also, I agree that the difficulty is really high especially in the beginning, but I guess George's planning to add missions and perhaps even a small tutorial that would get the player some easy mo...
by sun1404
Sat Feb 25, 2017 9:25 am
Forum: Commonwealth
Topic: 1.7 Beta 4 and Part II Alpha Test
Replies: 76
Views: 106252

Re: 1.7 Beta 4 and Part II Alpha Test

Hello! It's been a while since I last played or checked the forum, and I must say I'm very glad I came back in time to join this alpha test. I played quite a bit but haven't got to trying the biotech ship yet. Here's my thoughts: I like the diversity of the three ship types, but the ability to retai...
by sun1404
Sun May 29, 2016 4:17 pm
Forum: Ideas & Suggestions
Topic: More Visceral Gameplay ideas
Replies: 42
Views: 25603

Re: More Visceral Gameplay ideas

I find it no surprise that, in space, a slower ship with shorter ranged weapons would have no chance of hurting a faster and longer-ranged ship, given perfect actions of both sides. That is how it is, how it should be. In practice no player is perfect, and they will get hit while kiting enemies, per...
by sun1404
Sun Mar 27, 2016 9:31 am
Forum: Patch Discussions
Topic: 1.7a1a Issues that can be fixed in XML
Replies: 30
Views: 35466

Re: 1.7a1a Issues that can be fixed in XML

Indeed. Benedict is older than I thought.
by sun1404
Sun Mar 27, 2016 6:36 am
Forum: Patch Discussions
Topic: 1.7a1a Issues that can be fixed in XML
Replies: 30
Views: 35466

Re: 1.7a1a Issues that can be fixed in XML

Uh, I can't remember Benedict from 1.3, I thought he was just from 1.6 or somewhere about that?
by sun1404
Thu Mar 24, 2016 5:35 am
Forum: Ideas & Suggestions
Topic: Balancing Iocrym sentinels
Replies: 63
Views: 28668

Re: Balancing Iocrym sentinels

The way the Sentinels are currently, I think they give off a sense of overwhelming strength to most players, while still leaving them a viable way to prevail. They're there to show the might of the Iocrym while not making victory completely impossible for the player.
by sun1404
Wed Mar 23, 2016 4:02 pm
Forum: Ideas & Suggestions
Topic: ICS is too weak than Phobos
Replies: 14
Views: 9529

Re: ICS is too weak than Phobos

I've said this once, but the Repeller as a missile defence makes the ICS virtually invincible. The Repeller's fire rate means it can effectively defend against just about every missile launchers in existence, and of course you can forget about howitzers.
by sun1404
Sun Mar 20, 2016 1:43 am
Forum: Ideas & Suggestions
Topic: Balancing Iocrym sentinels
Replies: 63
Views: 28668

Re: Balancing Iocrym sentinels

I think no ship can circle around the Sentinels faster than they can turn.