#Change/addition wishlist

41 messages · Page 1 of 1 (latest)

reef ivy
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  1. Giant drill for ram ships, with a modular 'drive shaft' allowing interior components to be safely tucked away(Like heat pipes)
  2. New deck weapons, maybe smaller deck weapons
  3. Deck weapons can directly target other deck weapons ignoring the ship but not shields
  4. Thermal damage rework, most old ships just have no way to deal with it.
  5. Remove thermal lance heat damage to shield
  6. Diagonal cockpits, purely for aesthetics
  7. Weapon range rework(I love preview mk2 build)
  8. Additional paint layers, maybe just 2 more?
  9. Quick way to allow crew changes/paint color changes across ships, maybe you could allow the player to mass select ships and 'load default paint/crew' across all of them at once, then add mass save ship design options.
glossy cosmos
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the heat dmg to shields is a key selling point of the trl is it not?

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the deck weapons targeting other deck weapons is a good idea tho

summer wagon
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Generally, lists like this aren't very helpful because opinions/ideas for all different points are mashed together and hard to extract for developers.

reef ivy
lament agate
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a 300+ message thread has been made for number 5

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@reef ivy I am interested in what you mean by number 4

reef ivy
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It’s already OP as it’s basically a deck mounted ion core that’s cheaper and smaller and absolutely destroys shields

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Or maybe make it a bolt shooter type weapon that deals aoe heat with the above overheating mechanic.

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This would not make old ships deal with it though but would help balance it

lament agate
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i agree that its op and disagree with how you want to balance it

reef ivy
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A personal take of mine is that adding different damage types is bad because of the fact that old ships won’t get updated

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How would you balance it? Currently it’s just a better and more compact ion core

reef ivy
reef ivy
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Output in terms of reactors

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Efficiency/strength for shields

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Misfires for weapons, it’ll consume the ammo but just won’t shoot, or it’ll just go on regular cooldown as if it jammed

lament agate
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ive messed around with some trl balance stuff and talked to other who have messed around with it, here are all the problems we've found
heat damage multiplier is too high causing it to let other weapons (especially OC deck cannons) tear through ships like butter

the combination of it being deck mounted, hitscan (as in non projectile based) and having fast turning speed lets it aim at one spot really well which makes it much stronger and exacerbates other issues

trl shield heating issues which someone else made a thread on which shares my opinionhttps://discord.com/channels/314103695568666625/1469159825412722750

it can be incredibly powerful at high costs, a 1.4m weapon module someone made out damages every other ship in the game (we're pretty sure) for a very small amount of crew which makes it super strong in career

these are the issues i remember off of the top of my head

as for balancing it, i have no clue for a full rework but i think these problems could be dealt with individually to solve the broader issue, i dont think reworking hull heat is the right move

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the TRL and its balance as a whole is a contentious topic with more opinions than people

reef ivy
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I read it and completely agree with all that you said, but just reducing to purely anti armor seems kinda bland imo, it’s a cool multi part deck weapon. I don’t want it to be reduced to a deck mounted ion core

lament agate
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i mean its would still be anti shield, just anti shield as a support weapon

dull drum
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6 won't happen, Walt is against it as it makes it easier to make good looking diagonal ships, originally diagonal ships are made to be unique because of this

Same for 8, each layer adds a ton of lag, unless you want to kill all the players with weak PC, that's not something that should be added, tho there is a "infinite amount of layers" mod

9 is usually not a problem if you already defaulted some crew or just gathered the crew you need on a separate "crew roles" ship form which you can copy them at once

reef ivy
dull drum
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Well, you could just make a folder with crew ships sets for quick approach, this way you could quickly find the needed crew configuration

reef ivy
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Yeah, I spent like 15 minutes adjusting my crew in creative due to that problem to make sure nothing else was having issues

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I have 3 crew now, Crewman, Operators, Specialists

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Specialists have every 10/10 except for supply resource at 9/10 so battery goes first

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They will do whatever I assign them to

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Operators obviously just operate components and crewman will do the loading

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And general shield supply, unless its in a far away spot then specs will do

dull drum
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Operators has everything the same as universal, but 1 higher in operating category

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Universal crew is well, universal
Usually I make very single-target roles like shield managers, capacitor supplier, etc

reef ivy
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Ah, for me they have everything but on 1 except for operating on 9 or 10

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So they load in cases like Chainguns or flak where only 3 is needed

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I used to have loaders and suppliers

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But I just merged it into specialists