#tractor beams should require engine power based on how much mass they're holding
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Should scale with distance too, like planar shields do
Hell it would be amazing if a dev went through all the funky powerless features, like spin blocks, and added power to them.
I need my funky moving blocks without an engine
Perhaps their power demand should scale with movement speed * target mass, or something similar
Yep, agreed
I think everyone's along with this tbh
by now
(Altough I feel like nobody on dev team reads this channel π¦ )
At least for a while, for now.
since the main effort is gonna be on game 2
but right now trail generators, Colorable ion trail are VERY high so clearly there's something heavily desired there. Along with a better UI for when there's several AIs on one ship, bomb chute buff and 2x2 turrets are very high and have been staying there for a while
So there's clearly a desired direction in terms of QOL items lately
Sean reads this channel sometimes. Most of the other devs are working on another project rn.
while where at it, make APS loaders run off engine power, more power quicker loading
no
thats stupid
you want your vehicles not to float for free, yet you criticise me for applying that to shells?
if you make APS take power then you have to make cram take power too, missiles as well
ok
and?
dumb idea
also i mean, if i could load my missiles faster at the cost of burning through a ton of fuel, id do that
?
the better idea is to not make unpowered weapons take power
so you dont want unpowered systems to take power yes?
unpowered weapons
hold up lemme use a tractor beam as a weapon lol
everyone wants tractor beams to take power, nobody wants GP aps and cram and missiles to take power
you can't
what did you conduct polling?
there is like zero people who disagree with giving tractor beams engine power requirements, there's zero people who want to give currently unpowered weapons take engine power
thats a nice arguement, how about you back it up with a source 
my source is that nobody disagrees with this suggestion and everyone else i asked in other channels
argument from anecdote
Disingenuous argument. Finding an actual hobby is recommended.
Please do not make tractor beams require power
I have an unhinged idea. Two crafts with tractor beams. One carries the other, turns off, then that one Carrieβs the other. Repeat cycle.
Itβs like a caterpillar
thats called a tractor beam drive
or something
already done i think
Why not make it so that power can be used for "stabilisation" at speeds greater than 100 m/s, while also retaining the current behaviour?
you can still lift infinite mass for basically free
99% of tg vehicles will need to be remade if that's changed
and lani
tractor beams are objectively OP, doesnt matter
you literally have the ability to move any amount of mass for basically free
next we'll be changing rtgs to require refueling
no cause RTGs aren't op
they're really expensive and probably the least dense power in the game
they're still mostly free power
tractor beams cost 600 materials and take up 1 block and however many the big one takes up
"free" power at a high cost
the big one uses 3 or 4
freemium
yeah, and allows you to move infinite mass for virtually free
they're super cheap (600 mats) for what they do
maybe power could be used to allow masses beyond a certain limit to be carried while those below the limit don't need power
tractor beam power should just scale exponentially
if you have a thing with let's say 100k weight, it would require maybe 2k power
even more power could be used to "stabilise" it (make it less jittery)
but if you have a think with 200k weight it requires 8k power
that's just jank, it isnt a feature
theres no reason to need to spend power to fix a bug
oh
you really think they would make tractor beams jittery on purpose?
hb for speeds above 100 m/s
yes
they have a clearly arbitary 100 m/s limit
pretty sure thats jank
and not intended
if there was an intentional 100 m/s speed limit, it would make most sense to just make them drop the object instead of whatever they do right now
things dragged by tractor beams can only go up to 100 m/s
which is what i was talking about
if it was intentional they would drop the object instead of doing the shit they do now
why does it happen at 100 m/s and not at say 93 m/s
or 104 m/s
this is a stupid argument
i'm going to repeat this once again: if tractor beams having a 100m/s speed limit was intentional, they would drop the object and not drag it along
i don't think this is the type of game where you intentionally code jank into a mechanic
pretty sure thats called a tractor beam drive
what kind of tractor beam drive does this
mind you it kept accelerating
beyond 500,000 m/s
make a nuke with it 
You know what
I do see some of the points here
That we're losing stability by even using tractor beams
But this is just about setting some ideas for now
Twin Guard craft praying this doesn't become a thing
thats a bug
not a feature
you can't justify not needing power for an objectively OP mechanic just because of a bug
honestly, after a certain point, it's kinda hard doing thigns like this, as in any "small" change can break crafts, so you would have to make it "very slight" and "not big enough of a change in terms of power" for it to break existing crafts, but under a certain point you would be more asking yourself "why even bother doing that if "to not break anything" a tractor beam would consume like 10 engine power, why bother with time coding, implementing, bug fixing, ... for somethign that either break a lot of existing stuff, or something so little of a change it doesnt feel appropriate spending time on it rather than some much more interesting stuff"
at least that'"s my opinion on it
on everything that would change behaviour of well established game stuff
like, i personally fail to see why having some powerless thigns are bad
:/
especially stuff that is often used for decorating/wacky stuff like spinblocks
i personally use spinblock to make VTOL, landing gears, bomb bays,... sometimes thoses planes dont have a single engine power , just use jet and pids/control surfaces
it would literally punish players that do their craft a certain way to have to use engine power, same for small mech builders
some only use feet/physics/spinblock to move around, and dont need an engine, so making it need one is just, sad for them
So tl:dr : restricting well established stuff is imo not a nice thing, but finding interesting and nice ways to "add" to existing stuff, say for example, engine power gives a boost or stability or ... to something to the stuff your holding, is way better, doesnt punish people for building stuff "before the change", but gives new interesting design choices "after the change" !
(also justfying a big change to a game mechanic because "some found some obscure way to abuse it" is literally the definition of ruining things for everyone because of a few, and is never a good argument to do a negative change :( so even more negative points from me on this idea)
Eh enough people are against this one I see why it could be bad.
Just argued for it to see what's the general motion
dw its totally fine !:!!
i rather have a big talk like this, try to explain it as best as possible, and hopefully it helps people understand better how decision can massively affect other's gameplay, and try to find interesting, nice things that are positive for everyone !
its totes not innate, so i rather talk about that even a hundred times if need be, and without any hard feeling
it's all in a caring way
you all wouldnt spend time proposing things if you didnt cared for the game, so the very least i can do is care for you all in the very few ways i can !
if only this was the case for ftd π
add stuff instead of make other stuff not work π π π π
still waiting for spinblock engine drive to re-add the full force generated by wing props so we can make ornithopters again
but imo the tractor beam thing is not obscure or even niche
to the point where an entire faction relies entirely on it
it definitely feels intentional because it moves smoothly at 100m/s towards whichever point the tractor beam is trying to bring it to
though even if tractor beams required engine power you could still then use it as extremely dense propulsion
haven't had such problems myself, you can even increase stability by moving the tractored vehicle in such a way that it maximizes stability
but overall it does feel like there are alot of changes that are just trying to bandaid over decisions made earlier in the game's development which the dev team now regrets but without breaking all vehicles in the campaign
so how about this: for changes that would be good if not for the amount of broken vehicles they would cause, add a recommendation/requirement to all craft being built for campaign to not abuse those mechanics so that once the campaign has sufficiently few such craft, the change can be made safely
it'd take a while but that's still better than "never"
I mean realistically thats their fault for using a method that obviously is cheesing
TG at least has the possibility to add engine power to most of their stuff
the other possibility is to make tractor beams apply a reaction force to the carrier vehicle. That way all your drones wouldn't fall off if you lost power, and if you can't fit any more engines at all you could accept moving slower rather than just losing the tractor beams (unless you're flying). Would also offer a more natural way of balancing the cost of tractor beams - they'd be exactly as expensive as lifting the same mass with regular propulsion
Basically its a weight addon?
either just weight or a torque as well depending on how you're holding the vehicle
up to the devs if they want to include the torque part
damn a dev replied and they confirmed my believe in why 99% things can't be implemented
most of what people suggest will break existing craft.
so if they don't want to outright nerf tractor beams because it would break existing vehicles and they would prefer to add things, then they should add a system or add an effect to an existing system that nerfs tractor beams or nerfs a vehicle using them in some way (as in a weapon that does more damage to a craft using tractor beams or something)

nah you all didnt understood what i said , i pretty much said that "downgrading" stuff in any way is not really possible after a certain point because it breaks craft, when i said "add" things, it's like, upgrades to it, keeping the existing stuff as the "base level", and the updte would be "something more, "better"
why are you even all bent on making stuff worse even
there is literally no reason to want to "nerf" things
thought the messages were pretty clear about that, nerfing mean breaking prexisting stuff to fix literally a non-problem, while giving ways to make it "better" makes for more exciting features and new crafts to build while all the other performs as expected
it's just, ??? it really feels like tractor beams current existence is offending some of you or something, i swear it's not that deep, it doesnt need breaking just to make it worse in every way and need additional stuff to make it be "normal" again π
im personally not bent it's just some funny issue
because I think it is very much not a non-problem, it's a very significant problem
if you can think of ways to make it better by adding more features that'd be wonderful as well
but as it stands tractor beam cheese is a significant part of the game that players will encounter frequently
and it's very clear that there does exist some line where if something is big enough of a problem, you're willing to break a large number of the craft in the campaign to fix it
breaking it wouldn't make it worse in every way, it would make it not ridiculously OP
and while I am all for the general philosophy of "don't nerf things, buff everything else to match" the issue is that you cannot possibly buff everything else to match tractor beams because tractor beams are infinitely powerful
I've literally been thinking about this for the past hour and all I can think of is how subvehicle weapons are effectively aim spoofing by not being part of what gets targeted and having a subvehicle repair shield is effectively an infinitely long bit of armor at the front of your craft if you have enough material and it completely counters some weapons if you make it big enough
Idk if I would call that cheese, but Twin Guard is the only faction Iβve fought where Iβve had to consistently assume direct control
I like to be hands off in my craft, but sometimes you gotta shoot the base
this
is
quite
nice
tho maybe make engine power a little cheaper as a result? cough cough
no it is a non issue
why?
you can choose to not use it
if its in a PVP scenario, typically there will be regulations
and this is true for campaign designs, albiet less consistent
target prio is another issue entirely that has the bandaid fix of "hold q on base"
like, im gonna be real with you: you dont open up designer to be greeted by an impossible to hit, godmode, infinite damage laser craft. You choose what you fight.
If it's not hampering your ability to play the game, don't treat it like it is.
Now, a good argument is "how do I make tractor beam crafts less boring".
You can simply buff your basic frontsider design by removing the guns and putting them on a docking station. Hide them, when they arent being fired, behind 60m of HA. You also have room for more thrust, so you can evade easily, and you fly better. You also dont have to worry about the mass of the gun, so your evasion is that much easier.
It's a direct upgrade with minimal counterplay, and that's boring
If I'm honest, any small change would end up being about as meaningless as stability.
And frankly I'd rather not have to deal with updating recently outdated craft for 0 interesting changes.
yes, it's boring for the reason you mentioned, but have you considered that a significant amount of campaign craft rely on tractor beam cheese?
I literally cannot choose not to deal with it if I want to play the campaign
is the TG completely unbeatable? no, but I don't like encountering cheese in campaign
and sometimes you want to make a build where tractor beams are necessary for a key function of the build, except now it feels cheaty
ok but TG cheese has never been just docking stations
it's always been repair (+ docking stations).
you're looking at something different here
and either way, that's just 1 faction for the campaign that uses it, and it's about 50% of the faction too.
plus lani for SD
could make a change in tractor beam hold values or whatever done through bb or acb if possible require engine power
but not when static or someth
I'll stand by my point that this is a non-issue at it's roots.
If you're gonna say something should be nerfed because "it's cheesy" and it's "making the campaign less fun" and "I don't like it", then direct that to the kotls. They're the ones who say what goes for campaign stuff.
In terms of balancing, unless there's something that doesn't just instantly break a whole bunch of crafts or it adds a lot of new meaningful features, I don't think it's worth the time or money.
Like honestly, this is so much less important than making the custom campaign making experience better, or actual bugs.
It doesn't even buff boats!!!
well a large portion of the magnitude of the issue comes from the number of vehicles that rely on it, so if you say "there's not even that many vehicles that rely on it" then my response is "then there aren't that many vehicles that would be broken"
lets look at player designs then
better response soon [the better response](#1359787442667786320 message)
sure if I had to choose one or the other I would choose improving the campaign in general
but I think this idea is still a net positive
Yeah this is why the change needs to be meaningful and more than just "we nerfed this"
It has to be worth bricking a bunch of crafts.
There has not been a single change listed here that is worth it at all.
It will be a net positive like 50m long dif rods being gone
In all cases, you are asking for something to be limited based on your opinion of how it should be.
That's fine, and that's what the kotl are for. I don't think it's worth forcibly limiting it for everyone else, especially when it costs.
on the other hand though the devs have absolutely nerfed something before just because it was cheesy, so it's not like "just don't use it" is a universal response to everything
how about this
the speed limit is limited based on the mass ratio
this would leave TG entirely intact as the mechs travel fairly slowly
yeah except for the 3 that dont
while preventing you from carrying a huge bb with a tiny cube with a tractor beam
there's always workarounds for that, and frankly that is the least worst idea
but I will tell you, that will nerf the 1 usecase for laser cutters into practically unviability
1:1 should always be 100m/s
that would be the only case where I'd be fine with it
I never considered using laser cutter tractor beams
well you cant make a sword not die to collisions without tractor beams
it also phases through blocks too
that solves the issue of needing to be bigger than the enemy for it to work
sir, this saying only applies to relative things
for example, if armor is op, you can either buff damage or nerf armor, your not gonna buff engines or nerf detection to solve it
anyways about yall complaining about nerfing a non issue, i dont think its a big deal, like, cmon, its just a bit more realistic, with the added benefits of maybe some stuff getting balanced, like maybe make it consume more in fights so floating shields aren't that good, generally you wont even notice it
this wont break anything, everything uses power and has enough to power these considering this is just to make things consistent, and the amount will probably be like 100-200 per small craft (SS plane)
and tractor beams arent op are they?
well ok. in that case you'd have to buff propulsion to match. and you'd have to make all propulsion virtually free and extremely dense
why would you say they are infinitely powerful
but you misunderstand, I'm already on the side of making tractor beams have some cost
because a single tractor beam can move an infinite amount of mass at 100 m/s for free
oh is this about small craft carrying a bigger craft?
yeah
oh just make it consume engine power proportional to the size
well yeah that's the suggestion
i also dont think this affects combat, so its just something to cheat your single player campaigns with
you can still carry a big craft with a small one in combat
I'd like you to check all of TG then say it again
what i was thinking was, just add a small cost to make tractor beams feel more consistent and realistic
lmao they need nerfs anyways
im jk pls dont kill me
if thats your opinion, then I'd say you need to get better 
I agree but there's alot of pushback due to the amount of reworks TG would need so the compromise I suggested is capping the speed based on the mass ratio
just make it fixed to mass
adding anything that requires you to add any blocks to fix something is just a bad choice for campaign stuff
thats more work to fix something that wasnt broken before
really annoying
this is as annoying as changing a few variables in BB
you're right
this could work
either way, I still think its a non-issue
@hushed socket can u show me a craft that proves this is an issue?
like a campaign craft or a craft in general?
both
half of these "this is op in campaign" is 100% due to not being told what not to do properly
this suggestion post is actually going to make me cry

it's a full loop since the start
I mean you can do stuff like this
https://www.reddit.com/r/FromTheDepths/comments/o5tjtb/docking_station_as_propulsion_because_lol/
now imagine one of those is a full sized BB
who car
as for being OP in campaign, hard to say because TG is still beatable
I think thats cool
literally no one cares about exploits, like, it's just
it's juste
it's just an exploit
and doing this kind of change can break so many bluieprints for so many people just becasue some prankster want to do fun stuff ??
like
cmon π
like lets be real here: anyone running a tourny will instantly say "No".
That would never get past Abyay so like "No"
you only get to use that on your own fun time
why nerf someones own fun time?
you cant be balancing around exploits because itll severely negatively hit anything not exploiting
^
ok, fair
if you can prove that is makes the game boring and forces designs to build around it, then thats another story
but also anytime I build any kind of carrier or anything with subvehicles I'm now also subtly cheesing
you either prevent the exploit separately or leave it as a fun little thing to do on the side, like mass drivers
literally no one uses exploits like this but some very little people that know about it
and "dont want to have fun"
but at this point just, dont even launch the game
or cheat yourself some ressources and instantly win
you cant balance stuff around people that do wacky stuff
if you really cared about making the game not cheeseable, then you'd ban using campaign crafts against campaign crafts in the campaign
I mean campaign craft that use tractored turrets also get a big advantage from doing so
just to ruin the very little fun they managed to have powertripping a 999999Tons battleship at 99m/s, and also fucking over 9999999999 players that uses tractor beams in a certain way
so be it
like, whats even the problem there
nothing prevents you from doing tractor turrets too
they look super cool
alloy is pretty damn cheap and easy to use, along with air pumps
thrust as a whole is generally fairly cheap
in fact, do it if it's so gamebreaking and gamechanging, and you'll see quickly it is infact , not as good as you think for many reasons
that tractor beams are unreasonably powerful and using them makes some people feel dirty and it also forces places like tourneys to absolutely ban all use of tractor beams even though there could potentially be cool ideas using them
turret are still turret, base is weak and frail, prevents you from doing compact builds, must leave plenty of room, etc etc
you're pointing at TG and Lani here
I'll say despite my best efforts to make this an issue, it's still feasible to kill the base. And what you're really complaining about is repair
spin the turret around, make it evade, and see if it still hits you while evading
use a laser maybe idk
if you ban something that could be cool that's on you
show me a craft that proves this is an issue
you dont break a game because people cant stop themselves doing "OP" stuff
tractor beam banning is generally a blanket thing to hit exploits like using a tiny vehicle to lift something 100x larger rather than specifically all tractor beaming
do "cool , non OP" stuff with tractor beams, and if your tournament's ruleset isnt made by some thickheaded person, they will allow your craft
idk the devs seemed fine breaking a huge number of craft for the EMP, steam engine, stability, etc. changes
and if they dont, you still have a very cool craft
tourneys almost universally ban tractor beams and separators
that's on them ! literally !
separators have their own unrelated rabbithole to do with HP% calculation
theyre not relevant here
well maybe you could consider why they do it instead of saying "literally every tourney host is wrong, we're not out of touch at all"
i have plenty of cool ideas of tractor beam stuff and if they banned thoses absolutely not OP / unfair stuff because they are scaredy cat that wont take a look at a craft to see "how did you used the tractor beam", it's honest to god a "they problem"
they also ban emp too
the problem is when you're running a tourney you need rules you can enforce fairly and consistently
you can't make subjective judgements without people complaining
sucks ig
Get better
dude come on
literally
literally anything you could do with an "engine tractor" would still be the
exact
same
issue
if you have tourny membors who complain about your choice on your tourny
sucks ig
get better
you could do a super deep submarine/spacecraft holding a big thing and just be 100% engine
and you'd have the same problem
becasue in the end, it's not the tractor beam the issue
it's what you do with it and how you intend to use it
this would at least make it have a considerable cost to do it
if you are going ot be a little goblin and start doing wacky op stuff, thats on you, period
and we are not going to break blueprints of players just for
for tournaments rulesets being too stricts ???
that's the issue here ?
that tournament wont look at craft one by one becasue they are scared of the "small craft holding big BB" stuff ?
nerfing an exploit doesnt really work because in this scenario its conceptual rather than a practice thing
you can still do the same idea but it just is marginally worse now
youd have to do some real gymnastics to completely prevent it from working
but the exploiters are better at gymnastics, so like whats the point
99% of the player never ever entered a tournament, you would want to just for the sake of punishing punish people
the broader issue is that FtD relies on players coming with honor rules for themselves so much
are you okay with a significant cost to carrying planes on a carrier decoratively?
that's exactly what you're trying to do here
you know nothing prevents you from installing any kind of cheat engine for 99% of solo games and just cheat your victory right ?
it wouldn't be nearly as significant because a couple planes don't weigh as much as an entire battleship
how is that an issue?
i can launch literally any solo game with a dev console and
oh my god you're being so unreasonable, im out
just make everything ridiculously broken and blame the player if they do anything that's unfun
you balance stuff to make other things a reasonable choice to use
if APS was the only good weapon, why use lasers?
thats what balance is for
ok, so why is the response different for tractor beams?
why not make APS crazy OP and just say "players shouldn't use it if they don't want to be OP"
I've been asking for proof
find me all craft that uses that
and then compare it to the number of craft that dont use it
something something
you can use a tractorbeam to make your turrets have no weight on your ship
really good, but now they are a subsystem the enemy can target
so you might end up losing your gun faster than if it was on the ship
if it's so gamebreaking and just absolutely terrible, you should be able to find me a good thousands of ship absolutely breaking the balance of the game right now right ?
^
it's literally bad
it's true that it's fairly rare for players to exploit it, because they play with honor rules
but TG can cope with that because [repair]
you can make your weapons evade like hell, but they may never hit the target, and they'll die to lasers
so no reason to break a system for the insanely few that do
look
I understand that the proposed change would break alot of craft
and take alot of effort to fix
give me a case where tractor beaming is a direct upgrade to something
which is why I proposed a compromise that would break very few craft
but I think that going forward
it would be good to avoid systems with such incredibly obvious exploits and just expecting that players don't use it
literally just replace propulsion on anything slower than 100m/s with a bunch of tractor beam drones
that's plain sounding super haughty honestly ..
shoot the drones down
what if the drone gets shot
you think in big convoluted games devs "will know" fro mthe get go what will be exploitable ?
have like hundreds of them, super small, underwater, etc.
still cheaper than actual propulsion
you think people will actually take the time to make their game lag each time they open the game to have a kind of matrix propulsion underwater ?
then do it !!
if youve got hundreds thats a lot of cost, lag and potential collisions
ok, so you're gonna make a BB network of drones to make your thrust efficient?
it's a super cool idea actually
for the sheer amount of tediousness of having such a thing to move each time you wanna go somewhere
go !
do it then !
it's literally a cool idea !
it is an expression of skill but I don't like the amount of benefit it gives
why would we even want to break that , go on, people made insanely cool "exploity" designs, shooting gravram into a clip that was being discared and stuff
and it became "community classics cool stuff"
so actually yeah, in a game about creativity and doing cool things
having """"""""""""""""op"""""""""""""""" tractor beams is a good thing
we are not breaking grav ram becasue of that one video of the dude making a supersonic railgun that can instantly one shot anythign in the game
(but we will ban it from the campaign)
and we are not breaking tractor beams for the one time a player named Knife will do a super cool underwater matrix of drone carrying around a "offensive ball" or whatever
even if we ignore all the various exploits that im assuming have probably been vaguely patched/broken, it can still remove the gpp cost of remote missiles and give them features literally impossible otherwise (evasion)
and yet the melee rework literally specifically targeted grav rams
it didnt
becasue it's literally cool and literally no one will do that
and if things in the past happened that were literally bad why would you want them to happen again ?
no, it was because melee was bugged
it targetted tiny melee vehicles, mass drivers just happened to also make use of it
I never said it was bad
it was a counterargument to your claim that you wouldn't nerf stuff because of niche exploity stuff
melee being busted isnt exactly niche
^
theres an entire subfaction about melee
if fixing a actual problem break thing we have to do it
the specific nerf to gravram driven melee was niche
here tractor beams literally already got the nerf nick thought they deserved by setting a limit of 100m/s
so ... ?
the mechanic where it takes time for melee damage to build up
see above, mass drivers were argubly collateral
I don't see how you get anything moving fast enough for that mechanic to apply except via mass driver or recoil drive or something else niche
stacking spinblocks and pistons mostly
you stack a couple spinblocks and get 360 rad/s on a single ram and just delete things
it also had issues iirc with stuff when it would "spasm"
becasue again, melee was buggy back then
before rams nerf, would you use drills?
remember seeing a msg from someone about that how a vibrating vehicule if it had lot of mass could delete a lot of things instantly
well that's slightly different from the vehicle itself moving fast but alright, I'll accept your explanation for the melee changes
becasue small movements of big mass with rams == insane damage
no, but the part of the rework that made drills worth using is a different part than the one that nerfed gravrams
So yeah again, why break something that as you saw no one cares about (still havent found the millions of OP campains craft with tractor beams you promised that was an issue)
literally 99.9999999999999999999999% of players that use them are peopel making carriers
the remaining is split between people doing very cool animated builds
well the point is, rams being so good made drills not worth using
and the other is the exploiters having fun however they can
this is proof that it was bugged
this is the benifit it would bring
literally no one wins in your scenario but you
I mean TG is still cheesy, it's just held back by other faction rules meant to keep them balanced
but I do get your point
you being happy it got a nerf for no reaosn, that some ppeople had their craft broken
and literally no one else on this planet is happy
the only think you can complain about for TG is repair
yeah again, TG is about repairs
not the tractor
it could very well just be a rubber base carrying a craft on top it would be the same
the tractor beams just make it levitates in a cool way
you want FtD to be a creative sandbox where people can come up with wacky stuff, whereas I came in with the expectation thinking about it more like a more competitive type of game
and yeah, I can accept that vision for the game
but I don't like how you kept talking down to me
because the idea you represent pisses me off (if you think I'm talking down to you)
i didnt meant to make you feel "talked down" to, repeating the same message over and over and over again will make things sound haughty affter a while, your messages at times did too
i apologize for each and every message you found bad
wasnt the intention there, only to make you understand that no, breaking stuff for the sake of a very few cases is not a good game balacing idea
well sorry about that, but it did sometimes feel like I was being accused of being a selfish person who wants to hurt the game just because I want to play it a certain way
if its a creative sandbox first, you can still do that
it's literally what this change would have done hence why i mentionned it
my intention was to genuinely improve the game because I think that when something is effectively "off-limits" because it's too exploity players tend to be less creative with it because they don't want to be cheesy or have their build seen as cheesy
this , again, i said it very meanly and im very sorry
but that's a problem about people mindset about things
a "they problem" i said earlier
there is literally nothing wrong with using them
becasue they have their fair share of disavantages
yes of course "weightless turrets" yes of course "can make turret spin insanely fast for their size"
but they have i think the biggest
hugest disavantage of all in FTD mechanics
is the thing Boat mentionned but didnt went much into it
but it's literally the one biggest baddest thing about it
is that it makes your "main craft weaponless"
and your turret "weapon only"
meaning in ANY and especially in 1vs1 competitive scene battle
your turret is the first thing to get killed
It also lowers your total HP per section. You'll scuttle faster.
since "everyone" make their AI focus on stuff using weapons
- gigantic downside of HP too indeed
afaik there's a bug where the carrier craft inherits all the FP of its drones
but if that gets fixed/never existed in the first place then sure
target small
well , if it exists then im really talking shit and im very sorry about that
but even then the HP is a huge deal
you lose 20% of your turret , you can say bye bye to it
np, it makes sense to talk about mechanics as intended and not as bugged, if that bug really does exist
also it takes so much space just
like
most people do builds because they have a vision for it
a design, a cool pic they found, their favorite WW2 ship, whatever
well, I was able to shove the 1m tractor beam in some weird places
The only real benefit is free thrust, and you'll be fighting to make that work in combat
Although, I've made a design in my head thats kinda funny
also like, most stuff you can do with tractor beams there is kind of a way to do it without it
if you "enclose a small ship into a big ship and make this one move with tractor"
you essentially get a free 100m/s ship
yaho !
that's, taking a huge space, firstly, maybe you could had made the ship go fast by itself
big enclosure
and in the game ther eis literally a warp drive
to make big things be mobile by a lot
so it's not even "the only broken thing"
it doesn't really take a huge space, it takes like 10-15 blocks, and the issue is that it's nearly free while every other way to do the same thing costs way more, and almost nothing else will get you the rotation rate
idk if it's still a thing
i remember just stacking 5m turrets back then when i tried making huge things
if i remember that made things rotates nearly instantly
I meant that the tractor beam itself can spin whatever it's holding around nearly instantly
and you can change the movement direction as fast as the internal craft can turn, which is much faster than the external one
it's niche, no one is bothered by it, and for the few people that maybe need a niche instant turning for say, people that does thoses really fucking cool HUD in fighter jets , using beams/spinblocks/... and breadboard and projector to do locking , radar , ... hud
it's not just a thing people do
and not by honor
well yes this is an example of the maximally exploity use of tractor beams which we both agree should not be balanced around
but also you gotta admit, tractoring beam stuff around firstly look weird
oftren you hve a "lag"
and it look bad
straight up looking like ass
and just
it's such a fucking pain omg like if i had every turret on my 999999999 bajillion armament be its own turret like
dear god.
but I will revise my statement to focus more on the part about players being afraid to be creative with them because they're seen as cheesy, and this in general being a problem when too many systems are kept balanced only by self-imposed rules
like I totally get how that's a "them" problem
no one wants to take the actual mental damage of spawning each turret separately and then having to tractobeam and ....., it's not becasue of honor, it's becasue it's sheer pain and annoyance to do
thats a huge factor
and how it feels dumb to make changes to pander to an irrational response
i also hate carriers for this reason exactly
yeah me too
literally the nΒ°1 thing it's meant to do
tracting planes around
people will not do it because of how annoying it is to use and spawn and blablabla
and if you want to just put your foot down and be like "no, that's a "you" problem" that's fair, it's your creative vision
literally this suggestion would be 99999999999999999 more upvoted if it was something like "revamp tractor beams in a way that makes the spawning of new craft more easy and less hassle"
and it would be a good change !
dont break any existing stuff, and make new stuff more easy to do
this is why I intentionally use those systems whenever I can
I just really think that sometimes, even if it's irrational, addressing that response can lead to people building more cool stuff
and make people want to be creative with things since it's way easier to use "now"
yeah in general alot of systems would be improved if we could access all of them from a single menu instead of having to go to each one and hitting Q on them for example
it's been so long since i havent tried to do a carrier, maybe there was a UI change that made them easy now, maybe, idk, will have to try, but yeah, that would be a good change if it's still the same hassle as "back when i tried making carriers"
I don't recall any relevant UI changes to tractor beams/carriers in the past few years
but the whole engine power that could break lot of cool, non op, non exploity, just plain creative craft ..? im sorry but it just doesnt sound like a good idea, and i would actively be agaisnt personally
i think it pretty much concludes this suggestion
if any of you want to make a new suggestion about making the tractor beam UI better , with example of how it could be better, it could be a nice thing
that's fair enough, I'm still in favor of the speed limit depending on the mass ratio since I know of almost no non-exploity craft that depend on it while virtually every exploity one does depend on it
i could think of any "general design" that have a thin inner core, and a larger "ring" around it for example, or every mecha builds that have lot of multi parts, and might not have the mass ratio you'd expect
if every part is it's own thing , like cockpit, upepr body, ... then no part would be heavier than the other, and would mean bad things for the mecha as a whole
and again, "let exploiters exploits" it makes for very funny and enjoyable videos i guess
there isnt a "official FTD tournament with a 1000000000β¬ cash prize" so ...
yeah I guess
it's not like it's harming anyone
part of the reason I'm giving attention to tractor beams in general is because the only two types of content I see regarding tractor beams (besides TG and lani) is either bog-standard "I built a carrier and held the planes using tractor beams" or "haha funny exploit machine 2000"
limiting it would make people use it even less i think honestly, for the "funny exploit machine 2000" can give cool ideas to people
I'm of the opinion that limiting it a little bit would promote more content in the middle, but if you're unwilling then I will see if I can inspire that content myself by using tractor beams in more creative ways
let there be inovation π
hehe
well even though it got a little unpleasant at times it was good talking to you
still my favorite dev π
also i'll be frank, most people dont do creative thigns with them becasue of them being unwieldy and lagging behind i think
all the cool animated builds usually uises spinblocks as they are perfect
readable from GBG
having perfectr angle rotation stuff etc etc
that makes sense
you could make your mecha legs "apart from the body" using tractor beams
but im not sure at all it would work well with the whole lagging behind stuff
I have one logistics build that jettisons part of itself when it enters combat and I used tractor beams because I need a little push to make it separate fully
π₯Ή
ooo
that sounds really cool ngl !!!
i love spinny builds so much
tyty
oh wait it's your workshop ?
yeah I made this one
it looks amazing !!!!!!!
i have so little clues as if it's intentionnal or not or even if it's fixeable :')
i wished, it would make carriers look so much better imo
i could place my planes so muc hcloser to the ground
yeah
and wouldnt look like they are sliding on the runway or smntg
oh one more pretty unrelated but also weird-looking thing is the way barrels roll so they're always upright in global space instead of relative to the craft/firing piece
maybe one day i'll learn to use separator and do a actual rubber deck carrier that planes actually properly fly of from, just to avoid the weird lagging behind things that happens at time
Ohhhhhhh this oneee
i remember having it a LOT back in the days
my crafts are way more chill than before, so i dont really run into this issue as often
i didnt even knew it was still a thing
if you encouter it you should defo make a bug report on the website !!!
if it can be improved or what it could be nice !
depends on if it's intended or not i suppose, maybe "the alternative" isnt really possible
Yeah I'm gonna have to X this one