|
Post by qswitched on Aug 19, 2016 2:02:15 GMT
Awesome! I don't think I've seen that sort of strategy before, very cool!
Most of the strategies I've seen go the laser route to deal with drones. I'm curious to see how your strategy holds up in the later missions. Later levels involve much less match-set-engage combats (this was emphasized by the AI's aggressiveness on that level).
The radiator issue sounds like a very recent bug, is it happening every time you start the game, or did it just happen after the last update? Also, can you send me the crash logs? Thanks!
Edit: Also you can rename your ships in tactical view next to where you can turn on the armor visualizer.
|
|
|
Post by qswitched on Aug 18, 2016 22:56:19 GMT
|
|
|
Post by qswitched on Aug 18, 2016 19:33:50 GMT
I'll have the missile intercepting addressed in the next build, via a 'flyby command' in orbital view.
|
|
|
Post by qswitched on Aug 18, 2016 19:32:18 GMT
Good points! A few notes: Different strategic AIs prioritizes distance versus mass of target ships differently. I think the default favors intercepting closer ships somewhat higher than more massive ships, but other AIs work differently. Also, setting the AI in sandbox is good idea, I'll get that in!
|
|
|
Post by qswitched on Aug 16, 2016 0:31:32 GMT
Hm, whenever the enemy evades an intercept, it should 'stop the clock' so that ten minute intervals are subdivided further. Might be a bug if this is not happening, I'll look into it.
Shooting stars are more or less an experiment on making defense drones without delta-v, but they weren't very effective in combat. I left them in, for anyone to experiment with though.
On Kessler Syndrome, this is a concern, and so most celestial bodies would have "cleanup crews" for sweeping up all the debris from combat after the fact to keep the orbits clean. At the very least, dangerous orbits would be tagged and marked whenever a combat does occur for civilian freighters to avoid.
Thanks for the rest of the feedback, again, all good stuff!
|
|
|
Post by qswitched on Aug 15, 2016 22:38:27 GMT
The latest blog post has info on kinetic damage: childrenofadeadearth.wordpress.com/2016/08/04/raw-steel/Short answer is that it's really complex and it's rather hard to give any sort of easy answers to what sort of armor works best. All weapons always lead the target. Ships are always dodging if they calculate it is worth it (i.e. if a shot is calculated as guaranteed to hit, they don't bother dodging).
|
|
|
Post by qswitched on Aug 15, 2016 22:34:47 GMT
Thanks! I'll look into the issue.
|
|
|
Post by qswitched on Aug 11, 2016 2:27:44 GMT
Thanks for sending me the crash logs. FYI, there is a small update to the build (which should auto-download) which fixes the crashes and some of the smaller bugs.
|
|
|
Post by qswitched on Aug 10, 2016 2:12:58 GMT
Hey, toma, thanks for the feedback, and great suggestions!
Can you locate any crash logs that may have been dumped out and PM them to me? They should be located in ~/Users/[Username]/AppData/Roaming/CDE and ~[Username]/Application Support/CDE on Mac. Thanks again!
Also, about the side facing engines, are you referring to Vernier Thrusters? Because you can achieve this by moving engines to the sides of your rocket. Sloping armor more effectively can be achieved by adding Spacers as well.
|
|
|
Post by qswitched on Aug 9, 2016 19:24:15 GMT
Thanks, toma! The issue with only one of the ships showing up as a derelict sounds like a bug, I'll look into that. Beyond that, fantastic feedback, once again, it will be going into the todos.
|
|
|
Post by qswitched on Aug 9, 2016 19:18:23 GMT
Gotcha, sounds like a good idea. I'll work on this for the next build.
|
|
|
Post by qswitched on Aug 9, 2016 1:06:11 GMT
Hey, great feedback as always! I'll be looking into all of it as well. One quick note just from reading your feedback: Enemy AI starts out very easy and "dumb" and ramps up pretty heavily as the levels go on. From Ceres and beyond, the enemy AI kicks into high gear.
|
|
|
Post by qswitched on Aug 6, 2016 22:57:30 GMT
Hm, it seems like you disabled the tutorial right after the camera controls section by hitting 'Disable Help'. For the first level I will go ahead and remove that button so nobody else accidentally hits it. The first level tutorial covers adding burns, refueling, splitting, joining, rendezvousing, and alternative frames of reference.
Also, much of the content/backstory is gradually uncovered throughout the levels via the Recommended Reading.
Regardless, thanks for the feedback! I'll be looking into all of it.
|
|
|
Post by qswitched on Aug 4, 2016 1:17:25 GMT
|
|
|
Post by qswitched on Aug 1, 2016 1:24:33 GMT
That's true about rolling, though reaction wheels are very poor for rotating an entire ship. For a reaction wheel to be effective, it needs to be of comparable mass of whatever it's rotating, which is why they're good for gun turrets, but not very good for an entire ship. Vernier thrusters are primarily what is used for rolling a ship.
Enemies from multiple directions is rare. However, a common case you have to worry about is drones coming in at low speed, which generally have the ability to attack from any direction, slowly circling your craft, or possibly splitting into multiple attack wings to get multiple attack directions.
About the laser apertures, the larger they get, the larger of a targeting cross section the ship/aperture becomes for the enemy. Projectile weapon range is dependent on many factors, but the biggest one is the enemy cross section. From what I've found, at certain sizes, the laser range gained from having larger and larger apertures increases slower than the range the enemy weapons gain from you increasing your size.
|
|