Any other changes you'd like to see with station/city modules?

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Any other changes you'd like to see with station/city modules?

Post by Vice »

The feedback I've received over the last few weeks indicates the armor increase, shield protection mechanisms (with linked module dependencies), and EMP defenses for command modules have generally provided adequate protection against lone/rogue attacks (particularly against a lone player making passes with 8 Exodus missiles)... at least for command modules.

Are there any other changes you'd like to see included in the next update for modules in terms of weapon resistance and destruction difficulty?

Shields seem to now be at a good level and recharge stack rate. So what I thought I'd focus on now is the raw impact resistance factors for modules. That is, I can increase the armor levels of other module in a similar manner as what was applied to the command modules (although not as high), giving them more resistance against attacks and requiring longer sustained weapon impacts before being destroyed.
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Any other changes you'd like to see with station/city modules?

Post by Marvin »

:cool: Well, I did most of my station analysis back before the stations were hardened. And built my stations accordingly. So ... I'd really like to see somebody take down a couple of them before offering any suggestions on how to make it even harder. (I'm not saying it's impossible ... but U2U me, so I can observe, if you want to try.)
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Any other changes you'd like to see with station/city modules?

Post by DeathTech »

Vice do those balancing tests also include custom made weapons from the engineering lab?
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Any other changes you'd like to see with station/city modules?

Post by Vice »

Most analysis has simply been with time-to-destruction, increasing armor levels generally results in requiring more time to destroy a module, with or without a custom weapon (where applicable, I do run tests with a custom weapon, ie FP). So bringing the armor levels of other modules up will help make them last longer during attacks overall.
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Any other changes you'd like to see with station/city modules?

Post by Misunderstood Wookie »

Not exactly a next update kind of request but somethings have been on my mind and largely wanted ever since I found out that fleets and AI were not hirable in MP. That and there is a point I start to dislike buffing hulls and shields for compensation for lack of defense options.

Here goes I guess.





StrikeForce Hangar
Additional build module for stations which uses ship templates like the player ship builder which in turn cost money and components to research and used to train AI strike pilots which spawn for your faction. The module would be upgradable via research to increase the fighter capacity and strike range. (StrikeRangeCap: 30km, Capacity Cap: 4) What is better than defense????, good offense, what good is a weapons platform when players have complete freedom to move around this adds a layer of offensive protection that chases BACK!

The Hanger would have a some researchable modes, some ideas are -
Station Security (This AI sticks within a 5km radius of the station for close protection they would basically just patrol the station border and return)
Bomber (These pilots prefer to attack from the furthest distance with missiles and disables like EMP)
Point (Your common strike squad, these target enemy ships and fly to them and dogfight them)

Before the hanger would be functional ships must be present in the hanger for use.. You could design those however you wanted much like the player ship builder and you would PAY the components and the cost for the build of the ship, however these are saved into the hangers storage.

The second thing you must do to use the hanger is train pilots.. The time and cost of a pilot would depend on the ship you selected for use and the loadout. These pilots would be saved to the hanger and would require re-training when they died in combat. This can be done auto provided the station has the required materials to produce these pilots or for a FEE of some sort which is taken from the station. Reason this is a module request is because they are strike craft not fleets so they require a base near by to fly back too and reload and all that stuff.






Trade Port Module
This one's pretty simple, you research it within your station for the station to become a trade port... this sends out requests for stuff it needs and AI ships or players can fulfill this request in the case of AI economical trade routes will be changed as required and AI ships will JUMP to the station for trade creating new AI travel between otherwise completely deserted areas of space depending where your station is placed. (also works for connected station things so all your built stuff gets the resources it needs and the economy sectors increase and become even more dynamic.


[Edited on 3/3/2016 by Misunderstood Wookie]

[Edited on 3/3/2016 by Misunderstood Wookie]
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Any other changes you'd like to see with station/city modules?

Post by Marvin »

From post: 186269, Topic: tid=12508, author=Misunderstood Wookie wrote:This one's pretty simple....
:o Simple in what respect? In game-play or in programming the subroutines?
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Any other changes you'd like to see with station/city modules?

Post by Misunderstood Wookie »

Well mostly Game-Play Marvin. You would just research the module attach it to a station and then the AI treats it as another trade port and they will come and dock and trade wares the thing needs other players can also view what the current needs are and go and get what it needs and bring it back for rewards.

Programming I doubt will be as easy as how enjoyable it sounds to make a trade port lol, However most of the subroutines probably already exist I am sure Vice would know a lot more about what already is under the hood that could be repurposed for a personal trade hub.
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Any other changes you'd like to see with station/city modules?

Post by CS-ACI- »

Hello,

Just been online helping a player destroy a couple of weapons turrets on his own station.

Some were so well protected we could not even dent them with four players launching Excals and particle weapons.

And by dent, I mean the shields stayed green and thus not damage at all.

So that works well.

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Any other changes you'd like to see with station/city modules?

Post by Marvin »

From post: 186275, Topic: tid=12508, author=CS-ACI- wrote:So that works well.
:cool: I guess that all depends on your definition of "well" ... have you tried it in SP?
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Any other changes you'd like to see with station/city modules?

Post by CS-ACI- »

Hello,
From post: 186310, Topic: tid=12508, author=Marvin wrote:
From post: 186275, Topic: tid=12508, author=CS-ACI- wrote:So that works well.
:cool: I guess that all depends on your definition of "well" ... have you tried it in SP?
Luckily in SP mode you do not need the excessive defenses you need in MP.

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Any other changes you'd like to see with station/city modules?

Post by Misunderstood Wookie »

Hi, guys.

So after consideration of Match's Disruptor changes, it got me thinking. If Nebula Storms or storms in general don't appear already.
How about some randomized flare storms in a system which is near a sun or another sun/volatile planet it would occasionally emit a system\\sector wide energy storm of some kind which have varying effects on the entire sector.

or if a system has a sun then sometimes it can emit solar flares which ripple through a few surrounding systems causing some status effects.

[Edited on 3/11/2016 by Misunderstood Wookie]
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Any other changes you'd like to see with station/city modules?

Post by CS-ACI- »

Hello,

This is about weapons turret placement.

Whilst going around killing stations, I noticed that some had been placed in direct contact ( top or bottom ) with other modules.

Is there a way to make sure the business ends of weapons turrets are clear too shoot?

Steve
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Any other changes you'd like to see with station/city modules?

Post by matchbox2022 »

I might make this a new thread, but on the modeule or changes additions topic, in the old pre-gen files it might've been possible, but maybe not so here.

Why on earth are the city modules not lighted so as to be seen from orbit in the dark like a real earth city? And is it possible to have aurorae around the poles of planets?
That would look amazing if animated right,..even with DX9, with every colour band coming to fruition if you wait around..... It could happen occasionally just above the atmosphere poles on planets and you could fly through, much like you can nebulae or rings....

If I had my way we'd have erupting volcanoes on onyx and random land creatures grazing on bio worlds too :P

[Edited on 3-11-2016 by matchbox2022]
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Any other changes you'd like to see with station/city modules?

Post by Marvin »

From post: 186586, Topic: tid=12508, author=CS-ACI- wrote:Hello,

This is about weapons turret placement.

Whilst going around killing stations, I noticed that some had been placed in direct contact ( top or bottom ) with other modules.

Is there a way to make sure the business ends of weapons turrets are clear too shoot?

Steve
:o Shall we eliminate all possible game strategies? Strategic thinking can by hard on ol' brains like mine ... it doesn't function like it used to. And that isn't fair.
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Any other changes you'd like to see with station/city modules?

Post by Vice »

City lights are visible from space on the night side of planets, they emit their light from many thousands of coordinates units away. The key to activating their lights though is the inclusion of a power module to supply them with energy.

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Any other changes you'd like to see with station/city modules?

Post by Rubber Chicken »

From post: 186586, Topic: tid=12508, author=CS-ACI- wrote:Hello,

This is about weapons turret placement.

Whilst going around killing stations, I noticed that some had been placed in direct contact ( top or bottom ) with other modules.

Is there a way to make sure the business ends of weapons turrets are clear too shoot?

Steve
I agree with this. IIRC, I read in another thread (or maybe it was the Legacy dev page) that turrets needed to be placed far enough away from other modules so they didn't create friendly-fire incidents against the station.

If, however, the side of the turret (topside or underside) that was in contact with the other station modules did not fire - effectively making them into surface-mounted turrets - that would IMO be ok.

I don't know if it's already in there, but a 'safety' feature that makes turrets unable to fire in directions that would directly - with guns, or potentially indirectly - with missiles, hit the station modules, would be good.


[Edited on 3-11-2016 by Rubber Chicken]
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Any other changes you'd like to see with station/city modules?

Post by Vice »

Whilst going around killing stations, I noticed that some had been placed in direct contact ( top or bottom ) with other modules.

Is there a way to make sure the business ends of weapons turrets are clear too shoot?
Direct contact shouldn't be allowed, a little spacing should be forced (minimum should be 50), but allowing for weak/less effective designs is part of the intended system. There are line of site checks to help prevent them from firing weapons obstructed by other modules, but proper spacing should be an important consideration for any builder.

With the planned introduction of optional scuttling during the building process, it will also be possible to remove a turret placed in an unwanted location.
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Any other changes you'd like to see with station/city modules?

Post by Misunderstood Wookie »

Aww not even vice likes the strike force hanger idea sad face, Na all good it was a long shot but I just wanted too train a small army to defend stations makes them more personal.
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Any other changes you'd like to see with station/city modules?

Post by Arkblade »

i want to "Ping Module".
it allow that station/ city to show galactic map.

[Edited on 3-12-2016 by Arkblade]
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Any other changes you'd like to see with station/city modules?

Post by matchbox2022 »

From post: 186604, Topic: tid=12508, author=Vice wrote:
Whilst going around killing stations, I noticed that some had been placed in direct contact ( top or bottom ) with other modules.

Is there a way to make sure the business ends of weapons turrets are clear too shoot?
Direct contact shouldn't be allowed, a little spacing should be forced (minimum should be 50), but allowing for weak/less effective designs is part of the intended system. There are line of site checks to help prevent them from firing weapons obstructed by other modules, but proper spacing should be an important consideration for any builder.

With the planned introduction of optional scuttling during the building process, it will also be possible to remove a turret placed in an unwanted location.
Kinda like having stations shoot each other if they aren't well designed, allows a good strategy to take out a stations shielding by using its own weapons against it.

And maybe the cities should just be brighter? :P

Unsure, I'll have to go back and make sure those cities I "didn't" see had power to them. That totally voids that idea.

[Edited on 3-12-2016 by matchbox2022]
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