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And, worse, combat is out of the player hands.
Think about it, you're in the starting freighter, a pirate comes and 5-10 seconds later you're toast from his puny lasers. Your ship is 50 meter or so, so a minimum of 1 meter of hull should get vaporized until the beam gets to the sensitive internals. That takes time. It shouldn't be over so fast, from a battleship yes but not from a puny pirate..
Some balancing might help:
- decrease damages
- increase hull hitpoints
- 4 quanrants for shields, so evasive piloting might be meaningfull
- asteroids and various oher obstacles to avoid and duck behind
- lasers - freaking range but low damage,
- rockets - almost no damage on shields but OMG on hull
- blasters about the middle.
If you're in a starter ship, you really can´t do nothing to other ships. the problem is that you are trying to pick up fights too early in the game. start trading, pay of your loan, buy a bigger ship, keep trading until you have money for something better and try again then. there are a few guides about this in the forums, check them out [/quote]
No, I really wasn't. I was trading. I would just get vaped the moment I jumped in to some systems. Happened in the starter ship, happened in the freighter, happened in the Mule too. Seems to me that the game scales up pirates along with your progress, which means you can never have fun in a fighter, which is lame. Fighters should do minimal damage to big ships, and big ships should find it almost impossible to hit fighters. At the moment, even once you have a fleet, combat smacks of C&C, which would be ok I guess, if you had your own factories pumping out replacements. But when a ship takes you two days to save up for, you want more than 3 seconds of combat out of it! I know it is easy to just reload from the save, but its a strange dynamic and certainly not good for the immersion. I have read the guides. I know how to make money. I just dont see where the fun is. This game is clever and deep, except for combat, which is a bun fight for 3 year olds.
- dynamic zoom on the targeted enemy, so you be aware what it's doing and prepare accordingly
- click on space to steer in that direction
- click on enemy ship to steer automatically so that weapons fire in the general direction of the enemy.
No, I really wasn't. I was trading. I would just get vaped the moment I jumped in to some systems. Happened in the starter ship, happened in the freighter, happened in the Mule too. Seems to me that the game scales up pirates along with your progress, which means you can never have fun in a fighter, which is lame. Fighters should do minimal damage to big ships, and big ships should find it almost impossible to hit fighters. At the moment, even once you have a fleet, combat smacks of C&C, which would be ok I guess, if you had your own factories pumping out replacements. But when a ship takes you two days to save up for, you want more than 3 seconds of combat out of it! I know it is easy to just reload from the save, but its a strange dynamic and certainly not good for the immersion. I have read the guides. I know how to make money. I just dont see where the fun is. This game is clever and deep, except for combat, which is a bun fight for 3 year olds. [/quote]
The point of fighters is that a big ship can only aim for one small ship. that way fighters can overwelm bigger ships at the cost of being... well, smaller. also missiles do quite a lot of damage, no matter how big is the ship that shoots them
If a ship that costs you two days to save up for lasts you 3 seconds, you are simply not making enough money.Once you have 2, 3, 4 heavy warships (or even light ones), what can regular pirates do to you? unless you go to a pirate planet or you have really bad luck, nothing
also, are you using the basic hyperdrive? with the other one, the pirates quite literally don´t have any time to damage you before you jump to the next system
I can agree, however, that small interceptors are too expensive, specially if you take in count death benefits. I only take them for special ocasions where I know I will lose ships anyways, and even then I can´t put them a jump drive, so I can only use them to take difficult planets for example
Gundrik, I know how to win fights. I know how to stay alive. My point is that it should be FUN! And that means being interactive. It means offering the player at least a small chance to win when the odds are against him. If you enjoy rolling up on the enemy with 10 x the fleet he has and squishing him, then carry on. I dont see how a foregone conclusion is enjoyable. Where is the skill? Pressing 'F'? Don't make me laugh.
Also, the point of fighters in this game is ludicrous. paying half a mill for a 'distraction'? Plus, in my experience, All enemies target the flagship as a priority, so you can't have fun as a player being in a little interceptor escorting your haulers, as you always get popped first.
twood, I'm asking for balancing. If your endgame ship is virtually indestructable, then the devs need to look at nerfing the fitting options for endgame. That is not an argument for making starter ships total paper. Who would actually go to space in such sitting ducks? You'd have to have a gun to your head! I want this game to be great. Bits of it are already, but combat has a long way to go.
Still a good game though despite it takes forever to pay off the first mortgage.
This is another excellent point. Keeping track of battles is virtually impossible. Space is too crowded and Fleet commands are woefully inadequate.
I don't want to sound like a whiner. I totally get that this game is the product of a few enthusiasts, and there's a lot to like. It just seems right now to be a good old-fashioned trading adventure game tacked to a bad old-fashioned top down shoot-em up. If both halves were fun it would be awesome!
Intresting to see what this will do to the travel time though
Oh, and ships should have more shield too. I think mayb hull is fine for boarding balance.
I\d like some suggestions on how much each should increase/decrease!