Search found 527 matches
- Sun Mar 19, 2017 4:49 pm
- Forum: Shipyards
- Topic: Inputting straight from the keyboard query
- Replies: 4
- Views: 3864
Re: Inputting straight from the keyboard query
I think armor repair shouldn't be available immediately. The current system already allows a ship with a load of repair equipment to become virtually indestructible. Making it quicker and easier would just make for worse balance.
- Sun Mar 19, 2017 4:45 pm
- Forum: Shipyards
- Topic: The Ark : has anybody shot it?
- Replies: 7
- Views: 6292
Re: The Ark : has anybody shot it?
I thought volatile loots just add to the power of the death explosion. They also give a chance of instant destruction as well?
- Sun Mar 19, 2017 4:35 pm
- Forum: Ideas & Suggestions
- Topic: trancendence online
- Replies: 3
- Views: 4452
Re: trancendence online
Leaving balance problems aside, I think the game engine doesn't even have any support for online play. To make it online would be more or less to make a completely new game.
- Sat Mar 11, 2017 7:05 am
- Forum: Ideas & Suggestions
- Topic: Solar items increase reactor efficiency instead of refueling
- Replies: 30
- Views: 21639
Re: Solar items increase reactor efficiency instead of refueling
I agree that Sandstorms could do with speed improvement, but I don't think Corsairs should get one. Even now I sometimes have trouble hitting them with forward weapons when they're dogfighting me, which actually makes me try to kite them. Kiting works like putting your back in a corner in this case,...
- Fri Mar 10, 2017 5:58 am
- Forum: Ideas & Suggestions
- Topic: Solar items increase reactor efficiency instead of refueling
- Replies: 30
- Views: 21639
Re: Solar items increase reactor efficiency instead of refueling
I think those of us who needs fuel are mainly those who likes to heavily farm, not for equipment or credits but for score. Score farming can take far longer than your fuel can hold out, even if you stuff your hold full of Pteracnium rods. Also sometimes the game can be pretty cruel and many systems ...
- Thu Mar 09, 2017 5:39 pm
- Forum: Ideas & Suggestions
- Topic: Normal Maps for Ships and Stations
- Replies: 2
- Views: 3690
Normal Maps for Ships and Stations
First off, I don't really know how this works or if it's easy to implement for Transcendence, but I found this discussion about Normal Maps that looks really interesting. It seems to be able to give dynamic shading to ships and stations while taking little processing power. Of course, it'd require t...
- Sun Feb 26, 2017 11:45 am
- Forum: Commonwealth
- Topic: 1.7 Beta 4 and Part II Alpha Test
- Replies: 76
- Views: 121899
Re: 1.7 Beta 4 and Part II Alpha Test
Sometimes I do wonder how exactly can Pteravores eat the fuel of zero point reactors, since those don't even support Pteracnium fuels. Will they be able to eat gravitic fuels when those reactors become available too? And what about the acheotech reactors, which works a little differently?
- Sat Feb 25, 2017 2:55 pm
- Forum: Commonwealth
- Topic: 1.7 Beta 4 and Part II Alpha Test
- Replies: 76
- Views: 121899
Re: 1.7 Beta 4 and Part II Alpha Test
Yes, I meant the Green Vespids' weapon. I thought it's a possible drop item that I just didn't get yet. Also, I agree that the difficulty is really high especially in the beginning, but I guess George's planning to add missions and perhaps even a small tutorial that would get the player some easy mo...
- Sat Feb 25, 2017 9:25 am
- Forum: Commonwealth
- Topic: 1.7 Beta 4 and Part II Alpha Test
- Replies: 76
- Views: 121899
Re: 1.7 Beta 4 and Part II Alpha Test
Hello! It's been a while since I last played or checked the forum, and I must say I'm very glad I came back in time to join this alpha test. I played quite a bit but haven't got to trying the biotech ship yet. Here's my thoughts: I like the diversity of the three ship types, but the ability to retai...
- Sun May 29, 2016 4:17 pm
- Forum: Ideas & Suggestions
- Topic: More Visceral Gameplay ideas
- Replies: 42
- Views: 26306
Re: More Visceral Gameplay ideas
I find it no surprise that, in space, a slower ship with shorter ranged weapons would have no chance of hurting a faster and longer-ranged ship, given perfect actions of both sides. That is how it is, how it should be. In practice no player is perfect, and they will get hit while kiting enemies, per...
- Sun Mar 27, 2016 9:31 am
- Forum: Patch Discussions
- Topic: 1.7a1a Issues that can be fixed in XML
- Replies: 30
- Views: 43163
Re: 1.7a1a Issues that can be fixed in XML
Indeed. Benedict is older than I thought.
- Sun Mar 27, 2016 6:36 am
- Forum: Patch Discussions
- Topic: 1.7a1a Issues that can be fixed in XML
- Replies: 30
- Views: 43163
Re: 1.7a1a Issues that can be fixed in XML
Uh, I can't remember Benedict from 1.3, I thought he was just from 1.6 or somewhere about that?
- Thu Mar 24, 2016 5:35 am
- Forum: Ideas & Suggestions
- Topic: Balancing Iocrym sentinels
- Replies: 63
- Views: 29557
Re: Balancing Iocrym sentinels
The way the Sentinels are currently, I think they give off a sense of overwhelming strength to most players, while still leaving them a viable way to prevail. They're there to show the might of the Iocrym while not making victory completely impossible for the player.
- Wed Mar 23, 2016 4:02 pm
- Forum: Ideas & Suggestions
- Topic: ICS is too weak than Phobos
- Replies: 14
- Views: 9914
Re: ICS is too weak than Phobos
I've said this once, but the Repeller as a missile defence makes the ICS virtually invincible. The Repeller's fire rate means it can effectively defend against just about every missile launchers in existence, and of course you can forget about howitzers.
- Sun Mar 20, 2016 1:43 am
- Forum: Ideas & Suggestions
- Topic: Balancing Iocrym sentinels
- Replies: 63
- Views: 29557
Re: Balancing Iocrym sentinels
I think no ship can circle around the Sentinels faster than they can turn.