Ship Combat
At the moment it seems the ship combat is lack luster. The target was the renegade vessel with 2 auto turrets. I was moving while the other ship was stationary. As you can see in my footage I took a fair amount of damage where as the target ship was still capable of firing back at me. Normally in those circumstances a stationary ship should take way more damage than a moving ship.
The only real way to deal with this ship is to go on foot and grind the turrets down which defeats the purpose of ship combat. I have always found in SE that the enemies targeting is too quick and precise, I rarely use normal guns as I can barely do any damage before damage is done to my ship, I always stick to auto turrets. I know stopping in a turret blind spot would be the best course of action in this situation but I just wanted to demonstrate the current ship combat in the game.
I know in SE1 we had targeting systems, i.e. Engines, Weapons etc. Looking forward to us having those added to SE2. Being able to target sub-systems like weapons would make this a much better conflict.
I saw a really long post about a space combat system, having some sort of stealth to be able to get some shots off before the enemy would be a game changer, something like while stationary the player ship would go invisible for 5-10 second and the enemy would eventually locate where the firing in is coming from and start targeting back, with any movement breaking the cloaking. Multiple build/play types with a features that appeal to each class like a tank with a ship repair drones or small fighters with deflector shields or anti-targeting arrays to improve survival in long engagements. Auto turret ship with drone bays so they can deploy drones to fight, for those that lack the skill or willingness for space combat. It wouldn't be like the player would pick a lane at the beginning and be locked into the class. More like a device would be attached to the ship to enable certain abilities with power being used to limit the use of more than one or two of the abilities so it doesn't get abused.
I just remember trying to take on the proto-tech locations in SE1 with the heaviest armored ship i could make and getting wrecked within a minute or two with combat feeling very borg like, where once you attack one they would all know where you are and lock on immediately. Even then I just found myself falling back to me, myself and a grinder to get through everything.
I like this feedback
I created a post HERE suggesting a mechanic in ship detection. Someone in that thread shared the idea of turrets moving slower when pointing to a target. I think that should also help with surviving longer in a fast moving ship.
I created a post HERE suggesting a mechanic in ship detection. Someone in that thread shared the idea of turrets moving slower when pointing to a target. I think that should also help with surviving longer in a fast moving ship.
I notice from the video the turrets on your ship seem to be idling most the of the encounter. There seem to be large blindspots for the turrets; they physically can shoot but they don't. From what I seen from vids on youtube, I think they are bugged and won't trigger when they have a clear shot and often shoot when terrain or our ship are in the way.
I notice from the video the turrets on your ship seem to be idling most the of the encounter. There seem to be large blindspots for the turrets; they physically can shoot but they don't. From what I seen from vids on youtube, I think they are bugged and won't trigger when they have a clear shot and often shoot when terrain or our ship are in the way.
There is a distinct and notable difference between "going fast" and actual "evasion".
-Going fast makes it hard for a human to hit you because they need to eyeball your distance, velocity, and trajectory, then take in to account their velocity and trajectory, and the velocity of their projectiles, and then they need to work out/guess at a trigonometry equation to figure out where to point their gun such that their bullets and their target end up in the same place at the same time. People aren't good at trig like that, but we've had machines capable of taking radar data and easily doing the math for us since before most (or possibly all) of the people on this forum were born, hence why you keep getting shot by turrets in spite of "going fast".
-"Evasion" is like going fast, except that the target is also changing direction and speed either at short but essentially random intervals, or in response to seeing where projectiles aimed at it are going. Shooting at an evading target is like trying to not only do all the trig for a target going fast, but also preemptively predict how the target will randomly decide to move. At long ranges with relatively slow projectiles neither people nor machines are good at this.
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Your video was a good representation of going fast without actually evading against turrets. You also appear to be rather poorly armored (you have armor on the ship, but it appears to be thin enough to effectively be superficial), and your turrets stopped shooting fairly quickly (suggesting you either ran out of ammo or the feed from the cargo was cut).
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Arbitrary invisibility, shields, or ship classifications that somehow add features you didn't engineer in to a grid in a game about engineering things is fairly nonsensical. You can absolutely anything you want in your own worlds, but such features shouldn't be part of the default vanilla gameplay.
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The Factorum encounters are meant to be the most difficult non-pvp thing in the game, but they still operate within the same set of rules as every other encounter, and the limited number of Factorum scenarios makes it fairly easy to know each how each of them goes.
-AI doesn't share targeting data between grids without custom scripts or complex logic-systems Keen hasn't added to anything, if all of a site's defenders all see you then it's because you flew in to all of their individual detection-ranges.
-If you are losing fights to the point of being forced to play the infinitely respawning grinder-monkey against Factorum encounters while other people are running them in ships just fine then you should probably re-examine your designs and strategies (I am willing to help as time allows).
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SE isn't a participation-award game, you aren't supposed to "win" whatever scenario you find yourself in in whatever way you feel like playing just because you felt like playing that way. SE is an engineering game, in it you find a problem, and if you can't solve it with what you currently have then you take what is available to you and engineer a new solution to effectively solve that problem.
There is a distinct and notable difference between "going fast" and actual "evasion".
-Going fast makes it hard for a human to hit you because they need to eyeball your distance, velocity, and trajectory, then take in to account their velocity and trajectory, and the velocity of their projectiles, and then they need to work out/guess at a trigonometry equation to figure out where to point their gun such that their bullets and their target end up in the same place at the same time. People aren't good at trig like that, but we've had machines capable of taking radar data and easily doing the math for us since before most (or possibly all) of the people on this forum were born, hence why you keep getting shot by turrets in spite of "going fast".
-"Evasion" is like going fast, except that the target is also changing direction and speed either at short but essentially random intervals, or in response to seeing where projectiles aimed at it are going. Shooting at an evading target is like trying to not only do all the trig for a target going fast, but also preemptively predict how the target will randomly decide to move. At long ranges with relatively slow projectiles neither people nor machines are good at this.
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Your video was a good representation of going fast without actually evading against turrets. You also appear to be rather poorly armored (you have armor on the ship, but it appears to be thin enough to effectively be superficial), and your turrets stopped shooting fairly quickly (suggesting you either ran out of ammo or the feed from the cargo was cut).
.
Arbitrary invisibility, shields, or ship classifications that somehow add features you didn't engineer in to a grid in a game about engineering things is fairly nonsensical. You can absolutely anything you want in your own worlds, but such features shouldn't be part of the default vanilla gameplay.
.
The Factorum encounters are meant to be the most difficult non-pvp thing in the game, but they still operate within the same set of rules as every other encounter, and the limited number of Factorum scenarios makes it fairly easy to know each how each of them goes.
-AI doesn't share targeting data between grids without custom scripts or complex logic-systems Keen hasn't added to anything, if all of a site's defenders all see you then it's because you flew in to all of their individual detection-ranges.
-If you are losing fights to the point of being forced to play the infinitely respawning grinder-monkey against Factorum encounters while other people are running them in ships just fine then you should probably re-examine your designs and strategies (I am willing to help as time allows).
.
SE isn't a participation-award game, you aren't supposed to "win" whatever scenario you find yourself in in whatever way you feel like playing just because you felt like playing that way. SE is an engineering game, in it you find a problem, and if you can't solve it with what you currently have then you take what is available to you and engineer a new solution to effectively solve that problem.
It’s always the same problem over and over again—the brave Richthofen against a cruiser. (or Biggles from The Camels Are Coming ? by W. E. Johns ~1932)
And the player who still can’t grasp that in a one-on-one battle, a light ship stands no chance against a heavy ship—as a matter of principle.
In a battle between warships built by designers and piloted by pilots of comparable skill, the weight ratio must be better than 1:10; otherwise, the lighter ship has no realistic chance of victory.
The only option for light ships is numerical superiority. The chance of “success” (a large ship destroyed, at least one small ship surviving) increases roughly with the square of the number of light ships and decreases with the ratio of total masses.
It’s always the same problem over and over again—the brave Richthofen against a cruiser. (or Biggles from The Camels Are Coming ? by W. E. Johns ~1932)
And the player who still can’t grasp that in a one-on-one battle, a light ship stands no chance against a heavy ship—as a matter of principle.
In a battle between warships built by designers and piloted by pilots of comparable skill, the weight ratio must be better than 1:10; otherwise, the lighter ship has no realistic chance of victory.
The only option for light ships is numerical superiority. The chance of “success” (a large ship destroyed, at least one small ship surviving) increases roughly with the square of the number of light ships and decreases with the ratio of total masses.
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