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[Beta] Utility Ship Layout Feedback |
MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2011-05-08 10:51  
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On 2011-05-03 00:15, Jim Starluck wrote:
3 Build drones were determined as more than we wanted on one ship. They were out-building Command Dreads and Stations, which just didn't sit well with us.
The Scanners on the Extractors are so they can detect asteroids to mine/tow.
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Unless you guys are planning something great for asteroids nobody is gonna care about detecting them. An advanced resource system could work, like what we used to have in the golden age of DS.
I'm not fond of the idea of ultimate workers and ME 117 engineers having dual roles. Engineers really need a tractor for towing and placing platforms, much more than the ability to repair. I personally would rather see those ships have increased defenses than a dual role. Supply and engineer ships need all the defense they can get; it's not like it used to be when certain supplies could become effective combat ships and engineers could defend themselves.
(for the record, I'm a fan of ships becoming more specialized than they currently are - including combat ships - and leaving the multi purpose abilities to stations who can do it all but not as well. I like that engineers can build better than command dreads and stations, as they're designed for the role. I'm liking this new direction, making the big ships just as capable if not more capable.)
In scenario these ships can be really useful, but you guys are designing for MV right?
[ This Message was edited by: General Zod on 2011-05-08 10:55 ]
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Tommas [ USF HunnyBunny ] Chief Marshal Pitch Black
Joined: February 04, 2006 Posts: 581 From: Norway
| Posted: 2011-05-09 10:50  
Kluth Extractor:
I find that the four mining beams have an tendency not working. And the two other i change from tractor beam always works. So when having six mining beams on, i get 30 resources per tick, instead of 90 as it should be.
Kluth Engineer:
Why remove the aft armor? I realy dont understand why.
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2011-05-09 12:03  
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| On 2011-05-09 10:50, Tommas [ USF HunnyBunny ] wrote:
Kluth Extractor:
I find that the four mining beams have an tendency not working. And the two other i change from tractor beam always works. So when having six mining beams on, i get 30 resources per tick, instead of 90 as it should be. |
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I encoutered mining beam bug, too.
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| On 2011-05-09 10:50, Tommas [ USF HunnyBunny ] wrote:
Kluth Engineer: Why remove the aft armor? I realy dont understand why. |
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Because of the cap point. Each gadget now has a value, and the ship has a steady total value. Jim removes the aft armor so that Luth engineer reaches the total value, in this case - 73. There is another reason for him to choose the aft armor: with the limit of mining beam angle, the engineer must face the planet in order to mine, leaving the aft weakest.
I think it only happens with utility ship, but when I look at command dread, I have to say "WTH". I think that tearing mining beam away from ship capable of building is such a pain in the arse. Command Dread doesn't have any mining beam, where is the resource when it needs to build in battleS or capturing planetS? It's a dread, its JD recharge rate is slow. [ This Message was edited by: chlorophyll on 2011-05-09 12:12 ]
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Tommas [ USF HunnyBunny ] Chief Marshal Pitch Black
Joined: February 04, 2006 Posts: 581 From: Norway
| Posted: 2011-05-09 12:47  
Lol i realy hope they got a better respond then you got..
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Tommas [ USF HunnyBunny ] Chief Marshal Pitch Black
Joined: February 04, 2006 Posts: 581 From: Norway
| Posted: 2011-05-09 13:03  
Actuly i look at the Advance drone, and it has:
- 2x Build Drone (12 pts)
While the other have 6 pts with 2x Build Drone.
Why?
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Borgie Chief Marshal Pitch Black
Joined: August 15, 2005 Posts: 2256 From: close by
| Posted: 2011-05-09 17:47  
the luth advanced worker has no aft armor
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2011-05-09 18:50  
It was aft armor or cloak+AHR.
_________________ Adapt or die.
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2011-05-09 20:27  
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On 2011-05-09 13:03, Tommas [ USF HunnyBunny ] wrote:
Actuly i look at the Advance drone, and it has:
- 2x Build Drone (12 pts)
While the other have 6 pts with 2x Build Drone.
Why?
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typo
if you count all points together, icc and ugto lack those 6points for the second drone from the total value
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2011-05-10 10:15  
Still getting the kluth extractor mining beam bug. The 4 it comes with aren't working, but the two I added in place of tractors do work.
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Alcedo Chief Marshal *Renegade Space Marines*
Joined: June 03, 2010 Posts: 136
| Posted: 2011-05-11 06:51  
The rear-arc tractor beams are not ideal. It should be full-arc since it can be exchanged for mining beams.
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Forger of Destiny Chief Marshal We Kick Arse
Joined: October 10, 2009 Posts: 826
| Posted: 2011-05-11 08:54  
Alcedo, the tractor beams are (probably) not expected to be switched out for mining beams.
Also, the primary purpose of a tractor beam is for towing YOUR faction's platforms into position, not towing enemy platforms into planets. Towing platforms into planets is an extension of its purpose, not the intended purpose (similar to how jump drives can be used for point-jumping, which is an extension of its purpose of moving you around at FTL speeds).
_________________ Forging legends and lives outside till naught remains inside.
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