#More slots for ships in multiplayer
175 messages · Page 1 of 1 (latest)
Why do you think that? Doesnt seem very resource intensive
Host option with a number selection:
Number of Selectable Ships
1-10
For example, Blazing Excalibur on occasion hosts lobbies, and in the past for a very consistent quantity of time, before he upgraded his network, The lobbies would crash on start from the players within it just having more than 1 ship each, and players had to conform to just having 1 ship each
twas just an example, not meant to be the limit
however, manually typing in the limit would make ui configuration kind of a pain, hence the number 10. Anything more seems annoying to work with, and if you want more than that you might as well enable ship switching
especially considering all these slots show up in game, cluttering up the screen and adding unneeded fluff to the whole ui
nope, not that, typing it in is what i meant
what do you mean by credits per player/team? as in income? or starting money?
ah ye
okay, i understand now
makes sense
though if the limit is high and someone selects 15 different ships thats going to be some serious clutter. Maybe a screen that stores selected ships you can pull up to warp in new ones?
true
Add 100 rows and make it impossible for the enemy team to see what your ship actually is, could be a morbiter, could also be an ion rammer
yes
Technically yes, optionally you can just make 15k costing max length ships, and because ships do not spawn in a circle radius around a ship from the 2 longest points, you can technically have ships that will spawn in the rod
On that note, how will more ships be spawned?
Currently ships have a set way to spawn, for example using a bigger than vanilla ship, it still sticks to the same " ship grid" as if it were smaller, the grid just expands for the ship
More ships, also means asteroids will have to probably spawn different as to not displace the spawning of said ships
Which, if you have 100 max vanilla grid structure boxes, could be very strange for the ships and asteroids alike to be spawned
In domination, when you spawn the structure boxes, spawn enough and they can potentially spawn inside the enemy spawner
Because there isn't enough space elsewhere
And they spawn closest to the centre of your own spawn
exactly like normally?
Normally as in?
what changes with more ship slots?
where does my 100th max vanilla grid ship spawn after the 99th?
ah I thought youre talking about dom
I used domination as an example to show that spawning gets weird after a certain number of ships
It should probably be a dom option only anayways
And in elim, it will be even weirder, since the artem said elimination
In elimination, I assume ships spawn before asteroids,
You can already swap out ships in domination though? It changes pretty little for it
Other than filling more of the screen
It's 2 button presses, to select the slot to change, then the ship itself
I do it all the time
I even start with 4m costing ships and change them out for usable ones
thats to much to constantly do in dom
not to mention how inconvinient it is
Depending on income, it's going to take like 5-6 seconds, and you aren't constantly swapping out as you say
Also depends on your library and what you are swapping for
Could take 2 seconds
Also, if we are just going to be able to select all our ships, at that point just have the creative ship library tab that floats on the screen with the scroll bar, and select all of them there
Saves more time than spending 6 minutes every start of a lobby selecting half your library
Ah yes, my 50th+ max grid ship will end up spawning In the ring of death as all ships should
And then the 50 ships spawned there of my 100 ships, will all take that Random generated burn damage causing enough lag to kill my opponents router and win me the game
Lag will be for all players, and rod causes a lot of it
An illegal 600k structure box can cause enough lag in ring of death to kill almost any match
2 things take some performance, rod damage and crew pathing
Turns out the game already has a solution for your concerns
Usually it's not an issue as ships aren't always in the rod, but at the end of a timer with like 3 or 4 elimination ships and you really feel the lag
*Removed asteroids and made rod automatically bigger
If rod settings are made to accommodate the amount of ships in a match, then there's no point to Ring of death settings
Also meaning less ships has smaller rod always
Your talking about a niche scenario that will probably never be reached
because usually no one spawns more than 1 ship
And charges are completely fine
It is a whole 1000 tax / ship
ships dont take up that much space
costs way to much
as i said.. way to much
Testing the limits of the game and causing insufferable lag
They each have a 10k cost cr
You will be technically alive for the next 2 minutes of lagging gameplay
players can cause lag anyways
and there are much better ways to do it at that
This would be Another way of lagging
More ways to lag a game < less ways to lag a game
like with all the other lagmachines
It's a method of lagging that doesn't need anything more than spawning in ships
Shrink speed is based on timer
If it is more far away with the same timer, it moves faster to reach the centre at the same time as if the rod was closer
Id say:
More ways to lag a game = less ways to lag a game
as long as there is one way
More ways to lag = more work to reduce the amount of ways to lag to 0
Its the same work; always restarting the lobby
Technically you are still limited to grid size and budget
Only allowed 5 max grid structure boxes at the moment
I guess we should also remove the option to spawn illegal ships because players could cause lag with that
We don't count illegal, we are here for vanilla regular grid stuff here, also no modded stuff either
Still able to have 100 of them
They are very cheap
Why dont you count it? Its an vanilla optional rule for mp exactly like the setting described here
It's basically a declaration that you are doing absurdist ships that are not representative of the average regular vanilla ship
Also with how the arten is describing it, it sounds less like a setting and more just a permanent '+' sign next to the ship selection box
Also, if we were to be counting the illegal tick box, we could use asteroids, and have an infinite amount of them selected because they cost 0, and at that, there are ways to change a ship's image so you could just have 10000 asteroids each with a different ship as the picture and then your actual ship somewhere around the middle
Usually there aren't enough ships for too much lag
So lag stays more minimal
Structure though, is very cheap, and can be spread over a large area, and rod deals damage to structures
Random damage, to random parts at random times/ tick
But is there even a good enough reason to Add it in the first place
I only really see it being used for 2 reasons, lagging, or big budget games where players have something like 60 million credits of budget
Both coincidentally come with lag
Traps use 2 slots, swarms are never PvP viable
And drones will even be replacing swarms
Being basically just the better swarm
They just suffer from a severe lack of What I call " big ships of economy", where you pay more for basically needs like reactors or ammo, or thrusters, crew and Cr's, that are usually cheaper on bigger ships, being the singular or dual Cr's, or the 1-4 reactors on a not avoider ship
Tb, and speed completely make swarms less useful because they are often cheapened for more of the swarm
TBs can stop any ship at a weakpoint because they are too small to not get pushed, and speed makes no flanking
Traps are big enough that something like a railtrap can still hit a weakpoint even if touched by tb, as they usually have enough to still get a hit in
But take a lot of micro
Smaller ships also require more management else they are sitting there doing basically nothing
And generally have worse weaponry that cannot take full advantage of enemy weakpoints because it is spread very thin
Squibs are able to do stuff because there's also the big main ship, and it's just management of two ships
Because swarms are usually never used because most orbiters with an open back are too fast, and kill the swarm fast
Those Ul nukes orbiters go around 160 m/s
Depending on the ship itself of course
And a big weakpoint of most swarms is often an engagement goes to where the enemy ship just pushes them around and ends up with all of them bunched up in a circle while they die one by one
Rails = expensive
A regular railfan crushes them like wet paper
Like 1 layer of back defense armour and a swarm is completely nullified
More expensive= less swarm amount, + weak defense + weak damage, + generally slower,
With like 120 m/s speed it gets hit like twice a match
Try managing a swarm while my morbiter is going around asteroids hitting your ships with missiles and ramming your ships into dust
Not really,
Swarms were at their peak in classic, and even then were very mid and relied on opponents Messing up
Expensive+ because of isn't in a full line it stops less missiles
- flak isn't really an anti missile thing and definitely not a swarm anti missile thing
Flak has decent enough offense for ram engagements
Usually cannons are used instead for walls as they are less costly and take less space
1 layer of armour and the swarm is finished
Avoiders are also one of the Biggest swarm counters because it's the archetype with the best omnidirectional mobility and can just always have it facing the swarm while circling
Stops small rails like swarm ones
And then because rails are flimsy they die fast
Also harder to actually aim a swarm of rails because it is a swarm
On paper sounds " eh" in reality terrible idea with flak
You simply cannot surround an avoider
They are really fast and because swarms are basically just mini orbiters, with weak side and potentially back thrust, they are circled very easily
Like the second a ship goes to the side area of an avoider they can just tilt their ship, and use the Z- key
A constantly moving avoider
Your swarm cannot keep up with the avoider and if you try attacking from multiple angles they can always go backwards, then sidewards and all that work going around to try hit from multiple places is made useless
I've seen avoider Vs swarm many times, the avoider always wins
Think of the match up like this, the swarm is a regular no tb non- orbiter railfan, and the avoider is a 10 er Ion rammer
Avoiders are very mobile, if you have swarmed them it's likely a big skill issue on the avoiders part
Like when a railkite completely gets stuck on a rock
Don't forget the swarm also gets attacked and killed by the avoider
With the pretty good anti swarm weapons like dlb's and Eb's
Dlb's are fast, precise and 20 of them crush the little defense a swarm ship can afford
Remember that a swarm ship needs a minimum of 35k for reactor and cr
You don't really get much left over money for defense and offense,
If you aren't having much for either you get crushed pretty fast
2 rail shots each/ ship
An 8 rail, railfan kills 4 each volley
Have I?
Probably
I made one, haven't used it since the tournament I made it for, which was around the release of modern
Sure
Although I'll likely have to design a new one since the logistics on that one avoider is probably quite terrible
I'm also much more of a railfan, ion rammer kind of guy, so I'm not guaranteed to be as good as the whole 4 avoider players out there
Never seen that ship before
avoiders don't want to fight swarms, cus they lose, actually thats also ions and rail fans, cant really blame u, since u probably only fought noobs
Also, for the record, i love u
come and fight pvp
Some ion rammers win that :p
Isn't adding more slots options a simple thing? no point arguing about swarms effectiveness. Is there some issue with having options of 10, 20, 30 slots?
how much upvotes does a suggestion need to be noticed?
sure
Upvotes are somewhat meaningless as all suggestions are read. If the devs like it they'll keep it in mind
i dont know if i believe u because i dont believe most devs
Just wanted to duck in and say I strongly agree with this