Post by falkenherz on Oct 11, 2016 15:03:40 GMT
Hey, great game!
After 42 hours of gameplay, I finished the campaign and built my first own design, see attached single and "twin" versions. I built them such that they can be used in most combat heavy campaign missions. Especially thanks to this forum, I found some very sound "armor recipe", making it about twenty times sturdier than stock craft. In fact, they are so sturdy that my main problem now is always that all of the guns get destroyed without a single hull penetration otherwise. I have no experience with module tweaking yet, so there is still lots of room for improvements. I quick-test the ships in the Vesta Overkill as well as Solar Ties mission.
A great blog accompanies the game. I did not find an index, though? However, I am missing some more direct pointers for noobs towards the plethora of materials and options in the ship builder. For instance, some hints at proper armor design, engine design, etc.
Some things could use a little improvement, though:
- Sometimes, ships won´t go into broadside until I lock the dodge button. Sometimes, they would not roll or not go into determined path.
- Sometimes, ships don´t align their guns properly. This is especially crippling with my "50% radial armor/hide radiators leeways" design approach. Maybe manual ship control could be implemented?
- A command to try to keep maximum engagement range, please! As an observation: Range seems to always rule; I can never get close with those marauders and orbital attack crafts before focus fire obliterates them. Is that the result or am I overlooking some spaceship-CQC tactics?
- Guns don´t prioritise ships according to prioritising button. It seems that they only switch over to priority targets after their currently acquired target is destroyed. That´s too late in most cases. As such, for example there are some drones and nuclear missiles coming through, which shouldn´t with a proper point defense.
- For the same reason as above, all 100 missiles go for the same target instead of splitting up between targets by splitting them into groups. And its always the most harmless carrier ships they want to target first.
- Missiles self destruct when out of fuel, even though I want to manually detonate them once I pushed them close with maximum possible deltaV.
- Projectile guns can´t do proper point defense.
- It´s always just one laser showing "firing light", but I it seems all of them shoot at the same time? They should all light up, then, no?
- Nuclear missiles are the bane of all engines. Extending armor a bit past the exhausts would be a nice option.
- A "do not home in before grouped" option would be good. As such, drones and missiles tend to head in one by one, easy prey for enemy lasers. Workaround: Launch all remaining drones/missiles shortly before combat encounter.
- Is there a "target crew modules" option? Obviously, not; as such the crew compartments on my ships are where no guns nor radiators are, i.e. very safe.
- Starting combat from a tactical top down pov would be great.
- Orbital trajectory paths don´t show up when a fleet intercept is directly blocking the path. Very annoying when clobbered by multiple fleet intercepts (just let them come at you in Vesta Overkill and you know what I mean).
- A pause and fast forward button in combat would be good. Combat is sometimes very quickly done and I would like to know what went wrong.
- Ship designer needs to show magnitude of cooling needed for given module; I always choose a wrong one and then see how much MW is missing. Some indication if that armor makes sense and what is the assumed damage and engagement range for guns would be also helpful.
- I want to build an orb, not a cylinder. Some choices for armor shape would be cool.
- WTF is Boron, anyways? And pls help a German: What does "fusile" mean, it must be something similar to "alloy", yes?
Great game, guys, I love it! Please make more missions and story! Did not like the "evil guy" twist of the campaign, though. And only one huge faction left in the end does not leave much room for further plot development. Maybe the next one as some kind of freelancer/mercenary type of storyline? Or just a "mini open solar system"? A map, some stations, some random missions on each station, and presto is an alternative little "Rebel Galaxy" with realistic spaceflight simulation! Or a merger with Elite: Dangerous´ simulated realistic galaxy and some assumed starportal technology, all fused into one freaking huge game! Yes, yes, pleeease? =)
After 42 hours of gameplay, I finished the campaign and built my first own design, see attached single and "twin" versions. I built them such that they can be used in most combat heavy campaign missions. Especially thanks to this forum, I found some very sound "armor recipe", making it about twenty times sturdier than stock craft. In fact, they are so sturdy that my main problem now is always that all of the guns get destroyed without a single hull penetration otherwise. I have no experience with module tweaking yet, so there is still lots of room for improvements. I quick-test the ships in the Vesta Overkill as well as Solar Ties mission.
A great blog accompanies the game. I did not find an index, though? However, I am missing some more direct pointers for noobs towards the plethora of materials and options in the ship builder. For instance, some hints at proper armor design, engine design, etc.
Some things could use a little improvement, though:
- Sometimes, ships won´t go into broadside until I lock the dodge button. Sometimes, they would not roll or not go into determined path.
- Sometimes, ships don´t align their guns properly. This is especially crippling with my "50% radial armor/hide radiators leeways" design approach. Maybe manual ship control could be implemented?
- A command to try to keep maximum engagement range, please! As an observation: Range seems to always rule; I can never get close with those marauders and orbital attack crafts before focus fire obliterates them. Is that the result or am I overlooking some spaceship-CQC tactics?
- Guns don´t prioritise ships according to prioritising button. It seems that they only switch over to priority targets after their currently acquired target is destroyed. That´s too late in most cases. As such, for example there are some drones and nuclear missiles coming through, which shouldn´t with a proper point defense.
- For the same reason as above, all 100 missiles go for the same target instead of splitting up between targets by splitting them into groups. And its always the most harmless carrier ships they want to target first.
- Missiles self destruct when out of fuel, even though I want to manually detonate them once I pushed them close with maximum possible deltaV.
- Projectile guns can´t do proper point defense.
- It´s always just one laser showing "firing light", but I it seems all of them shoot at the same time? They should all light up, then, no?
- Nuclear missiles are the bane of all engines. Extending armor a bit past the exhausts would be a nice option.
- A "do not home in before grouped" option would be good. As such, drones and missiles tend to head in one by one, easy prey for enemy lasers. Workaround: Launch all remaining drones/missiles shortly before combat encounter.
- Is there a "target crew modules" option? Obviously, not; as such the crew compartments on my ships are where no guns nor radiators are, i.e. very safe.
- Starting combat from a tactical top down pov would be great.
- Orbital trajectory paths don´t show up when a fleet intercept is directly blocking the path. Very annoying when clobbered by multiple fleet intercepts (just let them come at you in Vesta Overkill and you know what I mean).
- A pause and fast forward button in combat would be good. Combat is sometimes very quickly done and I would like to know what went wrong.
- Ship designer needs to show magnitude of cooling needed for given module; I always choose a wrong one and then see how much MW is missing. Some indication if that armor makes sense and what is the assumed damage and engagement range for guns would be also helpful.
- I want to build an orb, not a cylinder. Some choices for armor shape would be cool.
- WTF is Boron, anyways? And pls help a German: What does "fusile" mean, it must be something similar to "alloy", yes?
Great game, guys, I love it! Please make more missions and story! Did not like the "evil guy" twist of the campaign, though. And only one huge faction left in the end does not leave much room for further plot development. Maybe the next one as some kind of freelancer/mercenary type of storyline? Or just a "mini open solar system"? A map, some stations, some random missions on each station, and presto is an alternative little "Rebel Galaxy" with realistic spaceflight simulation! Or a merger with Elite: Dangerous´ simulated realistic galaxy and some assumed starportal technology, all fused into one freaking huge game! Yes, yes, pleeease? =)