Wayward Terran Frontier: Zero Falls

Wayward Terran Frontier: Zero Falls

AgentX2006 Sep 10, 2017 @ 4:50pm
Why is the ship from Everett's Coherence so bad?
Here is a list of things that I feel are really bad about the ship and make it seem really disappointing.

  1. The dialogue with ONE makes it seem like a mobile gate. In reality the Rosen Tunnler only allows it to jump 1000m (unless I am missing something). The one saving grace I can think of is the ability for performing a "Picard Maneuver" type of attack.
  2. Scraping it does not give you research for the Rosen Tunnler and so it can not be removed to allow for other things to be put in it's place.
  3. The four Medium Balistic Mounts could have easily been placed to allow for full 360 degree rotation but weren't. This one can be fixed with the appropriate research.
  4. There are two shield emitters but no shields at all. Why are they even there?
Last edited by AgentX2006; Sep 10, 2017 @ 4:54pm
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Showing 1-8 of 8 comments
Hans Coldcut Sep 10, 2017 @ 5:06pm 
i think you are missing the point ... the ship is the result of a fail experiment how is that supposed to be great ??? and from what i have read the mission is incomplete so of course no blueprints for Tunnler tech. If i remember the robbot friend you have said he can modify the tech a bit for short transport which it can do and has benifits in a battle as long as you have energy to support its use.

Do keep in mind this game is early access and we dont have all the info on what the devs are doing. the tunnler could be part of the long distance travel issue between systems which might not be flushed or implemented yet.

Also i have that ship ... and teleporting short distance and confusing enemy is kinda fun :)
AgentX2006 Sep 10, 2017 @ 5:29pm 
Yeah the turret and shield emitter stuff just irks me cause I don't have BP's to fix it yet.
Last edited by AgentX2006; Sep 10, 2017 @ 5:30pm
Entity Sep 10, 2017 @ 7:23pm 
Pretty much all the ships are bad in some way. At least you can actually redesign them :)

The ship not having a shield is probably an oversight, I thought that was odd too.

You can turn it into quite a beastly fighter, and the teleport is useful for getting past asteroid walls.
AgentX2006 Sep 10, 2017 @ 10:47pm 
Yeah can't wait to have the BP's to mod the hell out of it. I want to get those mounts up to a full 360 so I can jump behind an enemy and wreck their engines. I also really need to be able to add shields.
Elinzar Sep 10, 2017 @ 11:33pm 
hmmm i thought it already had shield tiles..., im might remembering it wrong, if you want 360 degree turrets then replace them yourself in the logistics editor
also, the Rosen Tunneler like the "Ogre" rocket launcher arent supposed to be unlocked by the player since both the Boulder and the Everett are hulls designed around those modules, the Everett ship would be kinda odd without the Rosen tunneler inside
also is kinda a useless module since i would fill my ship with more shield emitters or a huge turret mount rather than that thing
and not begin able to teleport too far with it is also another bad point
Philonious Rex Sep 11, 2017 @ 1:19pm 
Yeah it is fixable, but it's still decent feedback. I think the turret issue might be on purpose for balance. It would be cool if it had at least a thin shield to start with though.

Entity Sep 11, 2017 @ 1:34pm 
Originally posted by Philonious Rex:
It would be cool if it had at least a thin shield to start with though.

To start with? Thin shields are actually optimal due to how damage works (see pinned post about that).

You want impacts to damage less shield pixels so the chargers have to do less work to heal them.

Thick shields that get chunks taken out of take forever to regenerate. If you do need thicker defenses, just make multiple 1px layers spaced apart.

Something like https://i.imgur.com/Ts74hhF.png is working rather well for me.
AgentX2006 Sep 11, 2017 @ 3:01pm 
Originally posted by Entity:
Originally posted by Philonious Rex:
It would be cool if it had at least a thin shield to start with though.

To start with? Thin shields are actually optimal due to how damage works (see pinned post about that).

You want impacts to damage less shield pixels so the chargers have to do less work to heal them.

Thick shields that get chunks taken out of take forever to regenerate. If you do need thicker defenses, just make multiple 1px layers spaced apart.

Something like https://i.imgur.com/Ts74hhF.png is working rather well for me.

Any shield would do. It has emitters but no shields. That is just wasted space.
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Date Posted: Sep 10, 2017 @ 4:50pm
Posts: 8