Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=Wickerman123;42928372]The thing with starmade was the they never got anything properly balanced. It always ended up with the bigger ship always wins.[/QUOTE]
It will be the-same in space engineers, I am making my ships for speed and agility but thats not going to help much vs the much thicker armor and much bigger ships.
a agile ship may actually beat the bigger ship because jesus shit that giant ship needs a load of thrusters to be half as manuverable, meanwhile a swarm of small ships is firing on your big ship and your big ship can't turn to hit them.
but then rocket turrets
A small ship with a competent pilot can still beat a big ship.
Just fly around target the weapons so the ship can't fight back then eliminate the thrusters to destroy its maneuverability. If you can locate where their reactors are located you should be able to breach the hull around it and destroy them.
This will all depend on how the combat and multiplayer are implemented as well.
Proton Torpedo down the exhaust port.
also, reactors should explode when destroyed, then small swarms could just latch on to your large ship and be a ticking time bomb. that sounds cool tbh.
[QUOTE=damnatus;42928475]but then rocket turrets[/QUOTE]
missile turrets might help faster kiting ships. You can dip in and out of missile range and pull back before theirs hit. Theoretically of course.
[QUOTE=Civil;42928423]It will be the-same in space engineers, I am making my ships for speed and agility but thats not going to help much vs the much thicker armor and much bigger ships.[/QUOTE]
i'd imagine that a lot of the fighting against very big ships will be done by sneaking in some boarding parties rather than with direct fighters. and i mean, failing that you could always just fill a ship with uranium and bombs, crash into their forward thrusters, and spend your dying breaths laughing as they go careening off into the infinitely lifeless depths of space
[QUOTE=Civil;42928423]It will be the-same in space engineers, I am making my ships for speed and agility but thats not going to help much vs the much thicker armor and much bigger ships.[/QUOTE]
Except it'll be a massive ball ache to construct and maintain large ships in this game.
So they'll probably be suitably rare and not too difficult to softkill if you give concerted effort.
[editline]20th November 2013[/editline]
[QUOTE=ForgottenKane;42928356]The shields concept was created in order to allow more creativity, but what it really did was limit it more because of how power worked in that game. There was a specific and intricate mathematical design for efficient and powerful generators, so you had to design a modern-art piece of a ship in order to get effective shields.
I remember [i]generators[/i] alone larger than planets in order to get the best efficiency, it's was madness.
Although I did kind of find it fun if not just for the forcing thinking procedure it made you do.[/QUOTE]
nar it was a terrible feature for a badly realised game.
The literally didn't put any real thought into it.
[editline]20th November 2013[/editline]
[QUOTE=Cone;42928698]i'd imagine that a lot of the fighting against very big ships will be done by sneaking in some boarding parties rather than with direct fighters. and i mean, failing that you could always just fill a ship with uranium and bombs, crash into their forward thrusters, and spend your dying breaths laughing as they go careening off into the infinitely lifeless depths of space[/QUOTE]
they can just turn around to stop :v:
[QUOTE=Pigbear;42928631]also, reactors should explode when destroyed, then small swarms could just latch on to your large ship and be a ticking time bomb. that sounds cool tbh.[/QUOTE]
This could lead to really cool stuff, like undercover agents boarding enemy ships to find the weak points. Maybe if this game explodes and blueprints get in, the stealing of building plans could make ships redundant.
So much potential.
[QUOTE=NoDachi;42928705]they can just turn around to stop :v:[/QUOTE]
but will they figure that out in time
[QUOTE=Cone;42929795]but will they figure that out in time[/QUOTE]
;_;7 all hands lost
[editline]21st November 2013[/editline]
[img]http://i.imgur.com/hBGMQcm.jpg?1[/img]
[img]http://i.imgur.com/IEvjV4q.jpg?1[/img]
I decided to add a captured and repainted warship as the flagship of my fledgling pirate flotilla.
I can't decide between naming the faction [I]Al-Kabab[/I] or [I]The League of Legitimate Nigerian Businessmen[/I].
Tried to make a mass driver. I used the light armor blocks to make a rod then crashed into the back of it with a fighter. It seemed to accelerate the damage forward into the target vessel without actually moving the rod (apart from the damage from the crash). It doesn't do as much damage as the item based dropper.
[thumb]http://cloud-4.steampowered.com/ugc/452905814486619163/6D8F46917599453838C8F2E8A7FC0B96A32CDCDC/[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/452905814486624174/108DA8D0B381EF3431E07E638D4EF1B4BBED3848/[/thumb]
[thumb]http://cloud-2.steampowered.com/ugc/452905814486715220/953085A6A8BA52CAC84C19EBD8221A571556DD74/[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/452905814486734622/1DCC51C84EB3B5A27C8CE9CBB8EE278D25E43F57/[/thumb]
The first test netted better damage but I didn't take screenshots of it >.<
Interesting, kind of an electron-ram.
I had this idea of a 'parasite' ship, which is essentially attaching a ton of thrusters to an enemy ship and then using the dampers to inhibit it's maneuverability.
[QUOTE][IMG]http://i.imgur.com/B6HB7Id.jpg[/IMG]
[IMG]http://i.imgur.com/OgBTsx4.jpg[/IMG][/QUOTE]
I was also thinking of ones that burrow into the hull to protect itself from enemy fire.
We really do weaponize everything, don't we?
This game's going to be great with multiplayer.
[QUOTE=Everest;42931977]I had this idea of a 'parasite' ship, which is essentially attaching a ton of thrusters to an enemy ship and then using the dampers to inhibit it's maneuverability.[/QUOTE]
that's just cruel
[QUOTE=woolio1;42932190]We really do weaponize everything, don't we?
This game's going to be great with multiplayer.[/QUOTE]
I've had my way with Kerbal Space Program ([url]http://www.youtube.com/watch?v=CwiUbsq2q58[/url]), time to download this.
Space Rod Mass Driver test 2: Using a fighter to crash into the rod.
[thumb]http://cloud-2.steampowered.com/ugc/452905814493243719/F3661DCF5E58827DF47978D6A80AF33BE0D5B333/[/thumb]
Initial inspection just looks like a single hull breach.
[thumb]http://cloud-4.steampowered.com/ugc/452905814493247108/C465582BCBD3A34EBEB396FC1A9C70759EA22362/[/thumb]
Then I fell off my ship and saw this on her ventral [sp]Underside[/sp] hull.
[thumb]http://cloud-4.steampowered.com/ugc/452905814493250823/4F53CB4386D4BD2BF06629A5DD366746AE74BFF7/[/thumb][thumb]http://cloud-2.steampowered.com/ugc/452905814493261885/6F9BB709DB14072E780C3557BAE3B2C50F4CB870/[/thumb]
[thumb]http://cloud-4.steampowered.com/ugc/452905814493259522/DCDBFECEA9C56A5641B76937BE878E802176C9AD/[/thumb][thumb]http://cloud-2.steampowered.com/ugc/452905814493264903/A07F070346F1DB0DB933BCE45A6768E2E9C3A39B/[/thumb]
There was damage throughout the sections straight down from the initial hull impact.
3rd test:
Very satisfying the amount of damage done. Full breach all the way down except where the weapon impacted.
[thumb]http://cloud-3.steampowered.com/ugc/452905814493975255/6D784948DFC8B253EDF1F15FC27FE73A793CECFD/[/thumb][thumb]http://cloud-2.steampowered.com/ugc/452905814494000318/B5BC999000B931081BEA389FEEA23052D222778E/[/thumb]
Still only minor damage to the actual impact point.
[thumb]http://cloud-3.steampowered.com/ugc/452905814494021670/541939083016F98C5E267A05C95FB6EFC80CB728/[/thumb]
The ship that I hit for reference. I deployed the weapon where the antenna is.
[thumb]http://cloud-4.steampowered.com/ugc/452905814493275452/984E285249549B04BE679BE5C300680351D48370/[/thumb]
Holy shit fighters do so much damage if you crash them into a ship with lots of gravity generators.
[media]http://www.youtube.com/watch?v=bdqqVPgkAV0[/media]
new patch
[media]http://www.youtube.com/watch?v=T4LQRVtKIzY[/media]
[quote]full list of new features and fixes:
Features
Beacon block
Copy, paste, delete (CTRL+C, CTRL+V, CTRL+X)
Updated drill texture
Updated help screen
Error message added when whole world cannot be loaded due to memory
Fixes
Fixed black screen (now a dialog is shown when graphics card is under min requirements)
Fixed performance issues when building large number of blocks
Fixed crash during loading Particle Library on some configurations
Fixed camera issues when standing close to wall
Fixed wrong character speed in HUD
Fixed workshop names (there were problems with non-ANSI characters, now using UTF-8)[/quote]
[editline]21st November 2013[/editline]
holy shit copy and paste
aw ye more lighting options
can never have too many
[QUOTE=NoDachi;42935960]new patch
[media]http://www.youtube.com/watch?v=T4LQRVtKIzY[/media]
[editline]21st November 2013[/editline]
holy shit copy and paste[/QUOTE]
Awesome, now being lost in space won't be an issue anymore with the beacons
I like that you can disable the beacons.
Nice, and I just thought "hey a new update wouldn't hurt, but not much time has passed since the last one, probably won't happen" :v:
[quote]Fixed performance issues when building large number of blocks[/quote]
Ohh, if that's about the FPS drop when creating large number of blocks with ctrl-shift-lmb then hooray
[editline]21st November 2013[/editline]
Have a suggestion: mouse wheel adjusts the distance from an object that is being copied, probably with a limit.
[editline]21st November 2013[/editline]
And a bug report: while carrying the copied ship around I pressed escape and crashed.
These devs are awesome so far. Delivering nice updates with lots of content to test and are quick to answer and fix issues.
[QUOTE=mcattack1092;42934035]
Holy shit fighters do so much damage if you crash them into a ship with lots of gravity generators.
[media]http://www.youtube.com/watch?v=bdqqVPgkAV0[/media][/QUOTE]
How does that work if normal blocks aren't affected by gravity?
Anyone know what the max playable area size is? is it/will it ever be infinite?
Early estimates from the devs are 50x50x50km. Which is not a lot, about 1/10th the size of an eve online grid but the scales are different. It'll take a couple of minutes of flying full speed to reach one side to another.
Something to do with floating points and engine limitations.
But I hope it'll get increased though, and I'm sure it will.
[QUOTE=NoDachi;42936524]Early estimates from the devs are 50x50x50km. Which is not a lot, about 1/10th the size of an eve online grid but the scales are different. It'll take a couple of minutes of flying full speed to reach one side to another.
Something to do with floating points and engine limitations.
But I hope it'll get increased though, and I'm sure it will.[/QUOTE]
That's a lot of space... What you've got to take into account is that it's not a 50km*50km plane, it's 3D space.
legitimate uses of copy paste from me: 0
uses of copy paste to throw ships at other ships: 50+
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