Ok here are my thoughts on this update.
Amazing. Make small ship attacks comparable to small ship defence and quite a bit more fun by reducing downtime a lot while not feeling like cheating. The vulnerability is right there after all.
I really like the visual effect in itself. The gradient with the periodic disturbance looks really cool. Yes it has some visibility problems. Is there a way to have the effect modify the background light instead of being emissive in itself? I like the obviousness of the auras. It’s really important to see where you have to fly. Having to cycle trough targets to find a corvette would be ridiculous.
Anyway. This also reduces downtime by a lot as well as not making you feel like helpless and useless once you ran out of ammo or are low on health. You have a plan. Find a corvette and get near to it. Changes up the gameplay from constantly having to attack while making you care about your teammates a bit.
Ressuply at Spawn
Same here. Doesn’t make you useless in bigger ships and gives another option for them and smaller ones.
The animations on the markers I found a bit cheesy. Not because of the colours … although the stations should also get colour on them to fit a bit better, but because they lack the additional effects newer games have, like ripples and such. Also for the biggest docks the markers seem a little bit too dominant compared to the actual structure. Some toning down would be good there. Either only show it when close or something like that. Polish for later…
Spawn markers should switch to red when not at correct spawn. Maybe generate a message too.
The takeaway for both Supply Auras and Resupply spawns is that they reduce downtime … downtime that wasn’t really useful for anyone. If you run out of ammo and there are enemies … they kill you and you respawn. No downtime.
But if there are no enemies … you get downtime without any real purpose. Having to kill yourself and fly back to your undefended location … just wasting some time and credits, credits that don’t really hurt because you are completing objectives easily.
Now later on it may be problematic with infinite resupply. A whole supply chain could be built up though with supplies not being free and having to be ferried around. Giving the enemies chances to cut the line at different points or when ships need to go get more supply.
Networking / Error Correction
Thank you Flavien for fixing the Teleport bug. This is a lot better now. I don’t have this jumping around anymore. Now it is a rubberbanding effect (most evidently when exiting warp close and fast at a station) like I would expect from other games. It’s still quite a bit of rubber banding but I’m not sure if there can be much more done with just where the server is located. (Bar dynamic buffer que size of course)
A few more things I noticed:
- Other ships tend to still bounce a lot … kind of seemed like teleporting but I need to investigate more.
- The change has introduced some new behaviour. I get knocked off course when a big error correction happens. Like after a screenshot or just in general. Instead of continuing in a straight path I sometimes turn up to 20 degrees. Same with collisions which also create many error correction. I guess it might be a small input that gets amplified by being repeated in the time where there is missing info.
- I had this before, especially while streaming but since 0.3.0.0 the general networking seems to have gotten worse where I don’t even need to stream to get similar gameplay effects much more pronounced and more often like the teleport from last patch or this, which I had before and still persist:
Namely inconsistent weapon fire. Especially with the interceptor when I hold down the fire key it fires very inconsistently. Sometimes (since 0.3.0.0 often) adding a small about 1/10 second (or more) pause or feeling quite uneven. I have a good sense of beat/measure and it annoys me quite a bit.
Great patch. The match we played yesterday was a lot more fun than anything before. That’s quite a good result.