- Joined
- Jan 16, 2014
- Messages
- 1,114
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- 310
Often times putting a really cool but REALLY SCARY pirate into the spawn index is a bad idea. Either the server decides to spawn 3 of them inside each other in response to aggressors, or wave 43 base-defense is just a bit much. Especially since the wave-selection system itself is beyond mortal comprehension.
Has anyone ever tried spawning a large ship and it's escorts as a self-destructing pirate station?
I'd see it something like rotator-clock hooked to an 8 or 9 long flip-flop timer set to all blue, hook a change rail to launcher block up at step4 or 5 for the escorts to give them a lead, step 6 or 7 for he capitol ship itseld, and then final flip on a not to a bunch of warheads, despawning the station entity (so the sector can re-populate).
I'd think you could control the likelyhood of them spawning in based o how many blueprints are stations vs. ship-ambush blueprints.
Anyone tried something like this?
Has anyone ever tried spawning a large ship and it's escorts as a self-destructing pirate station?
I'd see it something like rotator-clock hooked to an 8 or 9 long flip-flop timer set to all blue, hook a change rail to launcher block up at step4 or 5 for the escorts to give them a lead, step 6 or 7 for he capitol ship itseld, and then final flip on a not to a bunch of warheads, despawning the station entity (so the sector can re-populate).
I'd think you could control the likelyhood of them spawning in based o how many blueprints are stations vs. ship-ambush blueprints.
Anyone tried something like this?