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warpspeed10

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Posts posted by warpspeed10

  1. how the heck could you code that, the duribity bar can only display one stat at a time, the electric one would be easy you could just you the damage bar, but how would you display both charge and fuel?

    Well... you wouldn't, my point was that you may only have one attachment on at a time. The durability bar would show fuel level instead of charge level. You would not be able to charge it seeing as you do not have anything that needs charging on the armor piece. (i.e. no shield, no electric jet pack). You seem to think that the suit would remain unchanged save for a few extra upgrades. That is not the case. It's protection would be lowered from 100% down to 90% (on par with redmatter and gem) seeing as diamond and dark matter are at 80% damage reduction. There would be NO shield unless you choose to forgo the other upgrades for that one instead.

    I'm sorry, but I personally would prefer not to have a jetpack on my quantum armor, unless the way the fall damage is calculated is tweaked. I guess I'd have a use for the lappack module though.

    You're in luck then! Jet Packs have finally been fixed in the most recent release of IC2. Pressing the mode switch key while ascending will also now correctly switch you to hover mode (were you ascend and descend slowly and harmlessly). The bug were, if you move the jet pack back into your inventory the charge bar would fill back up, has also been fixed. Jetpacks now maintain the correct amount of charge.

    Finally, feathering your landing now does much to reduce fall damage, so no more random deaths from landing on pillows. :P

  2. I agree with Don Serrot. The CT3 is a great help. I understand if it isn't upgraded, but can there please in that case be some in-game recipe checker? Like, the CF3 but that can't craft on itself (just show recipes and show what the stuff in your inventory will allow you to build)? Not all servers allow TMI.

    TMI is not in tekkit, that's NEI. And that's exactly what NEI does, show you the recipes but does not allow you to spawn the items unless cheat mode is enabled by the server.

    Press 'O' to turn on/off the interface.

    Press 'R' while hovering over the item with your cursor to see the recipe.

    Press 'U' to see recipes the item is used in.

    You can change these key bindings in the controls menu.

  3. I read the entire pains section, but those are opinions of two people, one of which was a little ignorant imo, and the other just constantly tried to get the other to open his eyes.

    I had my initial thoughts of the mod before I started this thread but I still enjoy getting into an intelligent discussion. What I honestly expected to see in EE was some form of 'experiment gone wrong' consequence. When I think of alchemy I think of both successes and failures, with the failures usually blowing up your lab.

    Both IC and BC have this failure aspect, in BC it's with the engines overheating, in IC it's mostly the nuclear plant taking out half your base. It would be nice if EE had a similar aspect.

    If that is the case, you would adore ThaumCraft2. This mod is in the technic pack since it's only ssp, however the mod author stated that once the API finally comes out he will work on the smp version.

  4. There is nothing I could say that has not been already said about EE2. The mod simply runs at a different pace than the rest, and thus can suck the fun out of those other mods.

    The only thing to do really, is hope for a better tomorrow. From the small amount of information that has been leaked about EE3, it sounds like the player will feel more like an alchemist than a magician.

    Also, EE3 is hinted at being open source. The mod author, wanted others to learn to mod the same way he did, by looking at other people's work. That also means we will be seeing a bunch of cool add-ons for EE3 that could parallel the amount already made for buildcraft.

    Edit: Sorry, I should have sourced my information. All of this comes from a conversation with the mod author during one of Direwolf20's server play videos.

  5. remember quatum and nano NEEDS to be on par with the ee armors, it needs a bonus of more than diamond.

    however i do like the idea of modular upgrades. but i do not think they should all be for the chest. i think the lap pack should be for the lags and in addition to providing tools with power it should also power the other peices of the suit, but it it runs out of power it starts draining other parts of the suit, this way the whole armor set breaks at once.

    the energy sheild should be a head peice upgrade but like you said it should drain power from the body unless the legs have the lap pack.

    the jetpacks are good ideas for the chest.

    but how would you be able to have other fuel level? for the gas one i could see the electric one working fine. but how would you implement the gas meter?

    making the upgrades take energy from the suit is a good way to shorten its lifespan, but i think the hand held charger needs to be brought back becuase with the ee armor the solution i have described below. still would not be completly balanced.

    if the quatum suit had a shorter duration, then the ee armors would then be really overpowered becuase they comsume nothing on hit, like i said they should use up emc to protect from per half heart of damage, i also think that everything in the ee armors should cost emc to use, but for things like the life stone in the gem armor they should become more active and provide both health and hunger but at a cost of what you would need to have in order to use them normally.

    I'm not sure I totally agree with you. The goal here is not to make the quantum suit on par with the EE armors (both a bit stronger than diamond). The goal is to make the quantum suit a more fun and enjoyable piece of armor to use and strive for.

    The point I was trying to make is that each piece of the quantum set provides it's own unique ability (speed, great leaps, scuba gear). The chest on the other hand only provides invulnerability, and while useful, isn't very fun nor balanced to play with.

    By allowing you to join already existing backpacks to the quantum chest at the expense of the personal force field, it adds a bit of strategy and risk/ reward back into the armor. I usually always forgo the chest piece in favor of the Jet or Lap Packs as they are much more useful on a day to day basis. The shield, however would be vital in pvp situations. Think of it as a sort of armor lock from Halo Reach.

    Limiting the user to only one attachment at a time is a fun balancing factor for the quantum set.

    P.S. As to your question on the fuel gauge, it would be the same as the durability bar for the electric jet pack upgrade. You fill items with fuel in the Canning Machine. Fuel can be made from either coal or plant matter, and you can fill either fuel jet packs or fuel cans for use in the generator.

  6. I propose a trade off system with the chest piece. It should have a base defense bonus around the level of diamond in addition to a few optional upgrades.

    The four attachments are as follows (Only one may be attached at any given time.):

    1. Energy Shield - A temporary shield that drains massive amounts of power from the chest piece when active. Provides short term invulnerability.

    2. Lap-Pack - An energy storage pack attached to the chest piece. Provides extra power for tools with the added bonus of defensive points.

    3. Electric Jet pack - Grants the user the power of flight while also maintaining the basic defense of the chest piece.

    4. Fuel jet pack - Similar to the electric jet pack upgrade, only without the height limit. Note: Watch your fuel levels closely, this gas guzzler could leave you falling through the air with not a care in the world. Filled in the canning machine.

    The whole point is to give the chest piece it's own unique ability set rather than boring old god mode.

  7. I like playing with the more obscure parts of the mods, so when I see that the owner has disabled items central to computer craft, railcraft, and redpower, I usually look elsewhere. This includes disabling scrap used in crafting fertilizer for IC2 crops.

    When I first join a server, I want to be able to read the rules and get to playing as soon as possible. If the wilderness is far away/ confusing to get to I'm not likely to stay. The ideal spawn, in my opinion, is a simple clearing outside of an impressive city. Make sure the clearing has boards with essential rules displayed, and any other non essentials like plugin usage, and donator ranks can be off to the side. The point is, your new players will be able to run away from the city and start playing, or spend a few minutes exploring your awesome city and then begin. You don't want to trap new players in a complex maze of rules or a gigantic city. Short login to first wood time is a must.

    In terms of long term retention, the only real factors are community interaction and server up time. Try hosting some server wide community games/builds, also keep a close eye on the friendliness and helpfulness of your staff.

  8. I'm assuming you have a server up already right?

    IGN: warpspeed10

    Age: 19

    Hamachi: I don't believe you need hamachi to run a tekkit server.

    Company Name: WarpTech Industries - We are a tech company that specializes in teleportation technology and pink cookie generation.

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