Yet it feels like that the potential of this game for a career as a "ship-hunter" and "-redistributor" is far away from being fulfilled. A lot of different ways to design fleets etc. This game has the potential of offering the player a lot of different ways to earn a living. But not being able to tell my crew how they should behave in combat is equally unrealistic. Lurking for Korath Ships and hunting them down for their Jump Drives takes at least another third longer due to the lack of this function.Īgain, it shouldn't be like raising a protective bubble around ships that protects them from harm, that's just unrealistic. It can be circumvented yes, but still, when I imagine being the captain of a fleet it feels naturally to me, that i should be able to tell my people not to destroy but rather to disable them. The Pirates do their best to make any merchants life hell and pulling the trigger when the opportunity for revenge is there seems only natural in the games Universe.īut that my own fleet members continually fire another salve of heavy rockets when an enemy ship is almost down when the original objective is to capture that ship just sucks sometimes. This is something that also really nags me about the game (so much, that I signed up on GitHub to share it here)Īs others said above, that merchants attack defenseless Pirates is totally relatable. Keeping a few of those ships quickly adds up to a formidable fleet, at least in human space. 200k credits from the bounty and 2.5M from selling the captured ship. This would make it harder to build up a fleet by capturing pirates.Ĭurrently the band-aids for capturing balance completely fail the moment the player gets bounty missions, which guarantee an interesting ship will appear in a nearby system, that will not be attacked by friendly ships. Only ships captured this way would have substantial value. Allow the player to capture ships in good condition via dedicated boarding craft, and enable boarding of overheated/EMP'd ships.Adding outfit (but not hull) repair costs on top of that would easily make farming such ships not as disproportionately profitable as it is now.Some sort of outfit damage system, which would allow most pirate ships to be barely space-worthy junk heaps, worth even less money than with current depreciation system. ![]() ![]() I have a few ideas on how this could be fixed, but all require rather elaborate features: It would take more than that to balance ship capturing though. Even if only fixing disabled ships took a while (displayed a circular progress indicator like scanning), it would become much harder to snatch pirates disabled in large AI battles. Same for fixing a disabled ship and transferring fuel, it should at least take a few seconds. ![]() The fact boarding works instantly is a huge shortcut and makes the feature difficult to balance - if it took a while it would make capturing ships harder but in a more believable way. Especially in context of the campaign, where we learn the navy/militia are honorable and sensible people, and that pirate crews are likely slaves and teenagers, it would make sense they would to try to capture them alive instead of executing the crew by destroying their helpless ship. Boarding mechanics really are a source of problems, and the current band-aids only make it more frustrating, without actually solving the problem.ĭisabled ships getting destroyed in the crossfire I can understand, although it's not consistent with projectiles not hitting friendly targets when not aiming at them - tactically it would make more sense to focus fire on active ships, shooting "over" disabled ships unless explicitly targeting them.įriendly ships randomly attacking disabled pirates is just stupid.
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