Please. Don't just repeat the SE1 safezone.
Under Consideration
Add HP functionality to the safezone block. So that it can act as an energy-based shield and can be used on ships (like the WC defense shields) when chips are not available.
And also allow administrators to set balancing options (max HP, recharge rate, cooldown time, etc.).
And visually, make it work with the skin cracking and changing color (from green to red) when taking damage when functioning as a shield.

I like this feedback
Good one
Good one
I am OK with the first part of your post when applied to static bases.
As for ship shields, I do not like the single shield bubble idea, I would prefer directed shield emitters that produce shield areas of a fixed size operating in a fixed direction.
In addition, I do not want ship shields that prevent grinding, welding, drilling, block placement, or the use of small arms.
Give a hydroman a chance. Covert boarding should continue to be part of the game, it makes interior counter measures worth while.
As for shield health visuals, yes.
I am OK with the first part of your post when applied to static bases.
As for ship shields, I do not like the single shield bubble idea, I would prefer directed shield emitters that produce shield areas of a fixed size operating in a fixed direction.
In addition, I do not want ship shields that prevent grinding, welding, drilling, block placement, or the use of small arms.
Give a hydroman a chance. Covert boarding should continue to be part of the game, it makes interior counter measures worth while.
As for shield health visuals, yes.
As for allowing the engineer to enter and do the grinding, that can also be optional for the administrator, who can authorize it or not.
As for allowing the engineer to enter and do the grinding, that can also be optional for the administrator, who can authorize it or not.
Thank you for your feedback. It has been collected and passed on to the developers for discussion.
Cheers,
Arron CM
Thank you for your feedback. It has been collected and passed on to the developers for discussion.
Cheers,
Arron CM
I find the safe zone bubble very ugly and too obstructive to the player view. Keen has created a beautiful world, but when i’m in a safe zone on a station, i can barely see the view. The orb should just be a light hue rather than a thick frosty looking bubble.
I find the safe zone bubble very ugly and too obstructive to the player view. Keen has created a beautiful world, but when i’m in a safe zone on a station, i can barely see the view. The orb should just be a light hue rather than a thick frosty looking bubble.
This could be quite versatile without requiring too much extra development effort. Possible options include
1) Absolute protection, can only be placed by an admin. Or an admit could upgrade an existing safe zone to being invincible.
2) Shield that can be battered down, but everyone can build it.
3) Upgrades could include drill and grinder inhibitors, with even higher levels allowing those inhibitors to be faction-specific (faction members can build, outsiders are blocked)
For cosmetic effects, player-settable options could exist. Such as adjusting the opacity of the shield bubble (hello SwiftTurtle).
This could be quite versatile without requiring too much extra development effort. Possible options include
1) Absolute protection, can only be placed by an admin. Or an admit could upgrade an existing safe zone to being invincible.
2) Shield that can be battered down, but everyone can build it.
3) Upgrades could include drill and grinder inhibitors, with even higher levels allowing those inhibitors to be faction-specific (faction members can build, outsiders are blocked)
For cosmetic effects, player-settable options could exist. Such as adjusting the opacity of the shield bubble (hello SwiftTurtle).
I don't like the "all or nothing" approach of the traditional Safe Zone.
I think it can be split into many separate blocks or SZ modules, or at least have different protections to be individually activated.
Energy should be used only for things you have activated and generally be much less energy-hungry but not offer absolute protection.
Here are some protection ideas
Voxel mining inhibitor. Within a safe zone, you want to be able to mine with drills or deal damage to voxels with other grids (aka falling down grids or intentional kinetic weapons). But you will still be able to destroy voxels with explosions. There can be different levels of this effect. Higher levels will also reduce damage from explosions. Not entirely, there should not be unalterable fortresses. Especially if we can one day (I hope so) collect and place voxel materials for survival.
Block resistance buff. All blocks with SZ can get a resistance buff. The damage to blocks is reduced proportionally to the level of protection effect you set (or use higher tier protection modules).
Weapon range buff. No more annoying base raid tactics when you can easily manage to stay just outside the weapon range and quickly come in and out shooting defense turrets one by one. Now you will need to get closer or use expensive missiles to try to overwhelm defenses or just commit to a fair fight, suffer damage, calculate the firepower needed to win it. Combine that with a previous buff, and it's going to be really tough to take on well-defended bases.
Grinding protection. Ah, those annoying hydromen. There is a much more interesting approach involving hacking. You can read more on this topic.
Personnel inhibitor. Slowly the the HP of enemy engineers deteriorates. Bring more medkits with you if you attempt prolonged boarding operations.
Add more in comments :)
Again, this is not a magical protection bubble any more, more like a field generator where you can apply different effects. No OP, not a massive energy drain, and you should be absolutely able to automate switching on and off those effects, not leaving them ON all the time and then constantly worrying about mining for lots of uranium.
Make bases great... not again, for the first time in SE history :)
I don't like the "all or nothing" approach of the traditional Safe Zone.
I think it can be split into many separate blocks or SZ modules, or at least have different protections to be individually activated.
Energy should be used only for things you have activated and generally be much less energy-hungry but not offer absolute protection.
Here are some protection ideas
Voxel mining inhibitor. Within a safe zone, you want to be able to mine with drills or deal damage to voxels with other grids (aka falling down grids or intentional kinetic weapons). But you will still be able to destroy voxels with explosions. There can be different levels of this effect. Higher levels will also reduce damage from explosions. Not entirely, there should not be unalterable fortresses. Especially if we can one day (I hope so) collect and place voxel materials for survival.
Block resistance buff. All blocks with SZ can get a resistance buff. The damage to blocks is reduced proportionally to the level of protection effect you set (or use higher tier protection modules).
Weapon range buff. No more annoying base raid tactics when you can easily manage to stay just outside the weapon range and quickly come in and out shooting defense turrets one by one. Now you will need to get closer or use expensive missiles to try to overwhelm defenses or just commit to a fair fight, suffer damage, calculate the firepower needed to win it. Combine that with a previous buff, and it's going to be really tough to take on well-defended bases.
Grinding protection. Ah, those annoying hydromen. There is a much more interesting approach involving hacking. You can read more on this topic.
Personnel inhibitor. Slowly the the HP of enemy engineers deteriorates. Bring more medkits with you if you attempt prolonged boarding operations.
Add more in comments :)
Again, this is not a magical protection bubble any more, more like a field generator where you can apply different effects. No OP, not a massive energy drain, and you should be absolutely able to automate switching on and off those effects, not leaving them ON all the time and then constantly worrying about mining for lots of uranium.
Make bases great... not again, for the first time in SE history :)
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