Rebalance - Second go

bszlrd
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Location: Budapest HU

Re: Rebalance - Second go

Post by bszlrd »

Sure it's not just about ships, but upcoming changes shouldn't mean that we stick to something that can be easily improved and cleaned up right now.
Especially if it doesn't really affect the outcome of that feature anyway, and could even improve it (easier to tune part performances for example, if the stock ship performances are consistent). So why wait?
And it does affect any new ship we create, because there's no common ground to adjust its stat right now. So we get an even larger mess in the end.

Edit: There's a way of thought when you are doing art, that the artwork should be a consistent whole even if somebody kicks out the pencil from your hand any time. This is easily applicable to this case.
robn
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Re: Rebalance - Second go

Post by robn »

Nyankosensei wrote:I think pioneer need something better than time aceleration for travel... autopilot+timeaceleration = point and click gameplay, for tradeship.lua bug a ship with less than 10T cargo hang the game
Just like above, replacing timeaccel to avoid a bug in TradeShips is the wrong way to go about it (and about a billion times more complicated).

Please open an issue.
Nyankosensei
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Re: Rebalance - Second go

Post by Nyankosensei »

Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Rebalance - Second go

Post by Nyankosensei »

Why so high differences ?

Image

By the stats Nerodia price don't need to be more lower ?
Zordey
Posts: 82
Joined: Mon Jul 01, 2013 2:56 pm

Re: Rebalance - Second go

Post by Zordey »

Nyankosensei wrote:Why so high differences ?

Image

By the stats Nerodia price don't need to be more lower ?
I think all the ships need a major stats re-balance before you even start looking at prices. Ship stats are all over the place at the moment and prices (for my 2 ships anyway) are just a placeholder.
FluffyFreak
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Re: Rebalance - Second go

Post by FluffyFreak »

I'm worried about the lower thrust values. There's a lot of planets you simply won't be able to land on, or leave, with some of these low rates. I can understand the desire to make it feel a bit more realistic but if you can't takeoff, turning is glacial and acceleration is so slow that you can't ever can't a space station in orbit then it stops being a game and is just a chore.

I'd rather have had other ships come up in thrust than take the most exciting ones down to the low-thrust levels of the more nerfed ones. It's simply more enjoyable.
Zordey
Posts: 82
Joined: Mon Jul 01, 2013 2:56 pm

Re: Rebalance - Second go

Post by Zordey »

I'm highly torn on the subject of nerfing.

What I do know is that I really don't like the "old" (current on most ships) way of being able to accelerate / decelerate at 20 - 30G for then entire journey.

Currently I have been going for much lower thrust but now that I have thought about it for a while, even 2G acceleration for several days would pulverize a human, so there must be some sort of handwaved "inertial dampening" system.

With that in mind, I would be happy enough with a high thrust but low fuel efficiency meaning that there would be no issue taking off from high gravity planets but there would be a "glide" time between planets rather than being able to thrust the whole way.

This would also let the more advanced pilot refuel mid journey to reduce "glide" time, and I also assume it would make it easier to intercept an AI craft in mid flight.
Nyankosensei
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Re: Rebalance - Second go

Post by Nyankosensei »

Stop autorefuel at spacestation can help a lot, you leave, explore with mid tanks and refuel on orbital spacestation only if you need it (but really we need something for large distances travels)
bszlrd
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Re: Rebalance - Second go

Post by bszlrd »

My main argument for lower thrust is more manageable combat, less zipping and getting too far from each other. Maybe I'm a bit too obsessed with the lower end of the spectrum. My main point is to kick the topic into motion again. :) We can try quite a lot of ways of doing it, but it's easier if we have a common ground for all ships.

@Zordey: 2G shouldn't smear the crew (I only found data for short duration though - like Atomic Rockets), but it won't be comfortable or healthy for sure.

I can't have a look in the above two ships, I'll check it when I get home.

Takeoffs could be harder, even impossible for some ships with full load, but that also could mean that the commander has to take the capabilites of the ship into account when loading up on a planet. I was aiming to have at least 1.1G up accel for all ships fully loaded.
Maybe there could be a way to switch gear, like in some real life atomic engines (NERVA maybe), like lower EV-high thrust vs higher EV-lower thrust mode. So you can burn quite a lot of propellant during takeoff if needed and then use the more efficient mode for interplanetary flight.
walterar
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Re: Rebalance - Second go

Post by walterar »

ACME inertial dampers are guaranteed to 40G. And if they fail, BURGERS ACME pay your funeral.
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