If an airship is not accessible to all other parts BUT each disconnected section has a crew hatch, and it's own connected bunk /resources needed for the modules inside then it should still be legal.
Disconnected sections must still be physically touching one another somehow.
This could allow for some pretty interesting ship designs I've always wanted to do. Like a separate bridge compartment, dedicated modular ships, Or having weapons/boarding platforms below your main ship separated by scaffolds. These are a few of the many examples of things that could be done from a small change like this.
Boarding AI target checking: Boarders will now check to see if the thing they are pursued are also being pursued by allies, if so then they should pick the next best target. This will prevent bunching and make having a lot of infantry be different from having a small amount of infantry.
(right now it changes nothing, as they all may as well act as one big enemy with the hp of 10 mechanical spiders that drops occasional mechanical spider corpses every 1/10th hp)
The Filter. See, when you have liek.. a thousand designs or whatever... you just want to flip weapon or propulsion switches relevant to how you feel like conquering at that particular moment; ie landship, airship, etc. Right now it's everything all the time all over the place. Could use a second pass.
Bunks: Yeah, that's a mistake. I forgot to add the limitation to buildings only. Will be fixed in the next beta.
If an airship is not accessible to all other parts BUT each disconnected section has a crew hatch, and it's own connected bunk /resources needed for the modules inside then it should still be legal. Sorry, no. Huge pathing headache.
Rope ladder: Good idea, will have to think how to implement it. Does it have to be manually triggered or can it be automatically unrolled when needed?
Boarders bunching: I already put in a bunch of work to make them not bunch, but they're still doing it. Will kick the problem harder at some point in dev 9/dev 9.x.
Filter: I'm sorry, I don't understand. What would you like to be able to do?
I think you could make the rope latter work by having all infantry technically have a grappling hook, but they only activate it on grapple to an allied ladder block.
Another way to do it would be have the block spawn a 'ladder' that teleports crew inside of the ship component on contact if the crewman wants in.
Or it could possibly be a wall-less tall hatch block with 0 supply, it just doesn't collide with things but crew will move through it.
And all the boarders need to do is check to see what their companions are fighting, and make those lower priority than the other enemies or just omit them..
Well at the moment modules for all types are select-able for each type, ie landship, building, etc. The weapons/propulsion/lift/etc. should be organized together - they are intermixed. Maybe split organization by a horizontal rule of some kind. Even alphabetical organizing would be enough.
Current condition is almost unusable; it doesn't function well with the rest of the menu. It's an overlooked feature.
The multiplayer menu in 800x600 is incomplete in some places, and there might be a cleaner way for all resolutions to allow a Host to continue chatting with the Main Chatroom.
This can currently be done by going to Airships/Landships/Buildings and clicking the Chat square in the Bottom Right when the Chat Overlay is Enabled. This could be easier, maybe make it possible without the overlay option.
Make the pirates' grappling hook origin slightly higher. (Right now it looks like they shoot grappling hooks from their crotch, comical as it is I'd say that probably should be changed at some point.)
Some simple weapons that should be able to be added without any special modifications:
Suspendium mine launcher: Acts as a wildly inaccurate, rapid fire super slow projectile launcher. The suspendium mines do very large amounts of damage on contact with any enemies. Good for preventing boarding/ramming or for area denial.
Anti-Airship Shotgun: Fires 15 high velocity projectiles at once with medium range, individually weaker than rifle projectiles but overall damage is greater per shot. Inaccurate. Naturally very effective against light armour, crew, and suspendium tanks on vehicles.
Suspendium mine launcher sounds a bit... Overpowered.... And it's role is already accomplished by suspendium torpedoes... At least, last I remember... But the shotgun sounds like a pretty good concept, even If it needs renaming...
And I don't know how overpowered the mine launcher can be if the projectile speed is about as fast as an injured walking crewman. The only reason you would have this destroy your ship would be if you intentionally went through a minefield or failed to notice one being made. I forgot to mention the mines have a max range, after that they just sit there (so a mine won't snipe you from across the map).
Eh, I just like shrapnel cannon better... But I guess I'd have to see the mine launcher in action to feel It's a balanced concept. There's not really that much more to it...
Right now it looks like they shoot grappling hooks from their crotch, comical as it is I'd say that probably should be changed at some point.
It's meant to be attached to their belt... :P
I'll move it off-center.
Suspendium Mine Launcher - What's the tactical distinction from flak guns here? More powerful but less accurate? Could work!
AA Shotgun The word you're looking for here is grapeshot. :D And yeah, grapeshot cannon could totally be a thing. Needs support for firing multiple projectiles at once, but that's not that hard. And I guess for simplicity's sake, we ignore that grapeshot cannon are really just normal cannon with different ammo.
I will probably put those in, though I might save them for an otherwise super-boring update. (This is a thing you do, if you haven't noticed - if I release a big update that's just bug fixes, I like to put in one or two new modules so there's some new content too. Making new modules doesn't take much time, so it's a good way of keeping things balanced.)
I noticed you do that with the buzzsaw in an update.
The tactical distinction from flak cannons is that mine launchers act as an area of denial weapon, you can very easily just not fly your ship near a minefield but that means you won't be going near the mine launcher ship or wherever the mines happen to end up.
(Mines could be manual fire like harpoons, you get to say which direction you launch the mines.)
It's a Black Circle over a White Background gents; and online I fall under the alias "Master"; some of you have seen me.
I think the idea of having a multi-shot (grapeshot) round would be awesome; and also think it would be cool to have the ability to trigger further "shots" after a "hit"; ricochet so to speak. This has been suggested previously through efforts in "lightning".
edit The new filter looks good, way easier to use. Thanks.
Air Admiral
Tiny suggestions that might improve the overall game.
Make bunks a building-only module. It completely destroys the purpose of airsailors not being able to board ships.
Deck ladder. Basically, a deck that lets crew move vertically.
To be continued....
Air Lord, Engineering Corps
Updated Disconnect checker in the editor.
If an airship is not accessible to all other parts BUT each disconnected section has a crew hatch, and it's own connected bunk /resources needed for the modules inside then it should still be legal.
Disconnected sections must still be physically touching one another somehow.
This could allow for some pretty interesting ship designs I've always wanted to do. Like a separate bridge compartment, dedicated modular ships, Or having weapons/boarding platforms below your main ship separated by scaffolds. These are a few of the many examples of things that could be done from a small change like this.
Air Lord, Engineering Corps
Rope Ladder: acts as a reverse grappling hook for allied crew who want to board a ship.
Allows crew without grappling hooks to get on/off of allied walkers/airships without grounding them.
Air Lord, Engineering Corps
Boarding AI target checking: Boarders will now check to see if the thing they are pursued are also being pursued by allies, if so then they should pick the next best target. This will prevent bunching and make having a lot of infantry be different from having a small amount of infantry.
(right now it changes nothing, as they all may as well act as one big enemy with the hp of 10 mechanical spiders that drops occasional mechanical spider corpses every 1/10th hp)
Commodore
The Filter. See, when you have liek.. a thousand designs or whatever... you just want to flip weapon or propulsion switches relevant to how you feel like conquering at that particular moment; ie landship, airship, etc. Right now it's everything all the time all over the place. Could use a second pass.
Aerial Emperor
Air Lord, Engineering Corps
I think you could make the rope latter work by having all infantry technically have a grappling hook, but they only activate it on grapple to an allied ladder block.
Another way to do it would be have the block spawn a 'ladder' that teleports crew inside of the ship component on contact if the crewman wants in.
Or it could possibly be a wall-less tall hatch block with 0 supply, it just doesn't collide with things but crew will move through it.
And all the boarders need to do is check to see what their companions are fighting, and make those lower priority than the other enemies or just omit them..
Commodore
Well at the moment modules for all types are select-able for each type, ie landship, building, etc. The weapons/propulsion/lift/etc. should be organized together - they are intermixed. Maybe split organization by a horizontal rule of some kind. Even alphabetical organizing would be enough.
Current condition is almost unusable; it doesn't function well with the rest of the menu. It's an overlooked feature.
Air Admiral
Are you talking about how the ship list is organize?
Commodore
The multiplayer menu in 800x600 is incomplete in some places, and there might be a cleaner way for all resolutions to allow a Host to continue chatting with the Main Chatroom.
This can currently be done by going to Airships/Landships/Buildings and clicking the Chat square in the Bottom Right when the Chat Overlay is Enabled. This could be easier, maybe make it possible without the overlay option.
Posting this stuff based on the thread title.
Air Lord, Engineering Corps
Decrease the follow range of the tentacles on krakens, they seem to go to move to an opponent but don`t actually have the reach to do anything.
Commander
Deck ladder.
Aerial Emperor
Deck ladder's definitely possible. :)
Lieutenant
rifle racks. a 1x1 room, like a guard post, that airsailors will take rifles from if they are boarded.
Air Admiral
Good idea!
Air Lord, Engineering Corps
Make the pirates' grappling hook origin slightly higher. (Right now it looks like they shoot grappling hooks from their crotch, comical as it is I'd say that probably should be changed at some point.)
Some simple weapons that should be able to be added without any special modifications:
Suspendium mine launcher: Acts as a wildly inaccurate, rapid fire super slow projectile launcher. The suspendium mines do very large amounts of damage on contact with any enemies. Good for preventing boarding/ramming or for area denial.
Anti-Airship Shotgun: Fires 15 high velocity projectiles at once with medium range, individually weaker than rifle projectiles but overall damage is greater per shot. Inaccurate. Naturally very effective against light armour, crew, and suspendium tanks on vehicles.
Air Admiral
Suspendium mine launcher sounds a bit... Overpowered.... And it's role is already accomplished by suspendium torpedoes... At least, last I remember... But the shotgun sounds like a pretty good concept, even If it needs renaming...
Air Lord, Engineering Corps
What's wrong with AA Shotgun?
And I don't know how overpowered the mine launcher can be if the projectile speed is about as fast as an injured walking crewman. The only reason you would have this destroy your ship would be if you intentionally went through a minefield or failed to notice one being made. I forgot to mention the mines have a max range, after that they just sit there (so a mine won't snipe you from across the map).
Air Admiral
Eh, I just like shrapnel cannon better... But I guess I'd have to see the mine launcher in action to feel It's a balanced concept. There's not really that much more to it...
Air Admiral
Also, cheats would be nice. Infinite funds anyone?
Air Lord, Engineering Corps
Scattergun sound better?
Air Admiral
Not bad...
Air Lord, Engineering Corps
Let's hope Zarkonnen thinks so too.
Air Admiral
Yep... Er... Any minute now zark...
Aerial Emperor
Right now it looks like they shoot grappling hooks from their crotch, comical as it is I'd say that probably should be changed at some point.
It's meant to be attached to their belt... :P
I'll move it off-center.
Suspendium Mine Launcher - What's the tactical distinction from flak guns here? More powerful but less accurate? Could work!
AA Shotgun The word you're looking for here is grapeshot. :D And yeah, grapeshot cannon could totally be a thing. Needs support for firing multiple projectiles at once, but that's not that hard. And I guess for simplicity's sake, we ignore that grapeshot cannon are really just normal cannon with different ammo.
Aerial Emperor
I will probably put those in, though I might save them for an otherwise super-boring update. (This is a thing you do, if you haven't noticed - if I release a big update that's just bug fixes, I like to put in one or two new modules so there's some new content too. Making new modules doesn't take much time, so it's a good way of keeping things balanced.)
Aerial Emperor
Also, Psyringe, you still don't have a coat of arms set!
Air Lord, Engineering Corps
I noticed you do that with the buzzsaw in an update.
The tactical distinction from flak cannons is that mine launchers act as an area of denial weapon, you can very easily just not fly your ship near a minefield but that means you won't be going near the mine launcher ship or wherever the mines happen to end up.
(Mines could be manual fire like harpoons, you get to say which direction you launch the mines.)
Commodore
lol Not my coat of arms! :P
It's a Black Circle over a White Background gents; and online I fall under the alias "Master"; some of you have seen me.
I think the idea of having a multi-shot (grapeshot) round would be awesome; and also think it would be cool to have the ability to trigger further "shots" after a "hit"; ricochet so to speak. This has been suggested previously through efforts in "lightning".
edit The new filter looks good, way easier to use. Thanks.