Sachys By "preventing you from flying the ship", I mean you won't be able to move/rotate the ship or use its systems, but you can still enter the core or use a build block to remove blocks. If you managed to overheat it you can also use salvage beams but it certainly is less convenient.
I do have one question; Does hauling cargo (in a plex storage unit, not docked) that puts you over the mass limit risk getting tossed in the time-out sector or booted from your ship?
Sachys By "preventing you from flying the ship", I mean you won't be able to move/rotate the ship or use its systems, but you can still enter the core or use a build block to remove blocks. If you managed to overheat it you can also use salvage beams but it certainly is less convenient.
Sachys If that was an NPC Faction or Pirate ship, it won't be TP-ed to 666 666 666, my script is taking into account the ship creator.
EricBlank Unfortunately, cargo mass counts towards both caps. The game won't kick you out of the ship though, so you'll have the possibility to lower the ship's mass by dropping cargo. However, I haven't implemented "automatic freeing from the prison sector" if you're below the mass cap though, so if your ship end up stuck there, you'll have to wait for me to free you (hopefully I'll implement that soon enough).
For now, the server is pretty much in a blank state. I tried to populate it a bit with NPCFactions made from community content fleets : AtraUnam's Iskir minifleet Iskir smallship collection (Iskir Clan) Tshara's first fleet submission Tshara Fleet Submission 1 (nicknamed Wildspace Wanderers) Nauvran's fleet submission Nauvran's fleet submission 1 (City-Gate Security) Napther's fleet submission Napther_Fleet_Submission_1 (Kaiju Design Initiative) SchnellBier's SBS Briar (added to pirates) Techpriest's second fleet submission Tech-priest_Fleet_Submission_2 (added to pirates)
I also threw my lil' Proxima into the pirate mix (the one with the "pirate paintjob"). I think it's too cute not to be in there (and that'll give you something easy to kill). The basic isanths aren't part of the pirates though (I don't really like them).
So if your script only works with Player-Made craft, this means that heavier recovered ships can be piloted for salvage for some time, so long as they arent brought to attention... or used as Cargo Mules...
And its odd you chose to make weapons have such a short range: In an 8km sector, you could have gone for 4KM weapons. However, given the smaller scope of the server, lobbing Cannon-beam shells at a ship whose frontal profile isnt much more than 30x30, from 12km (1.5 of your sectors, under buffed setting) isnt really going to achieve much given the speed, etc. Meaning fighters have to actually be close to eachother in order to consider engaging.
And thanks for including some of my fleet stuff! I have more uploaded for a (Including un-uploaded ships) total of 23 ships, including far better padding of smaller vessels under 20k, and especially under 5k range. A pair of Miners, varying types of the Havoc II, an upsized one called Havoc III, some small cargo runners, and a rather pitiful drone thing. Sadly nothing that mains beams. Yet.
You can probably replace the Bowhead with the 2 smaller variants of miners (Both still armed with turrets unlike TG, OC, and Scav miners), although, trying to gank that Miner and receiving a pair of heavy missiles. A "death by miner" appearing on server messages when someone gets sniped by it would be rather hilarious in the meantime- especially since the capped size for players... Even though AI can always be cheesed, and cheesed hard. Thats if you are even willing to begin editing those Faction configs. I tried to have a go once. Was tedious as hell
Gonna make a first suggestion-
Evadable missiles.
If possible reduce tracking and slow speed so it's just possible to dodge missiles slightly, eventually they would catch you but with the right T2M ratio and some skill n luck you could avoid the first pass, and maybe the second before they get behind you. Talking about MB and MM here.
Gonna make a first suggestion-
Evadable missiles.
If possible reduce tracking and slow speed so it's just possible to dodge missiles slightly, eventually they would catch you but with the right T2M ratio and some skill n luck you could avoid the first pass, and maybe the second before they get behind you. Talking about MB and MM here.
The low speed limit makes missiles slow. They are already easy to outrun unless they are the long-range missile/beam with a high beam ratio; also, just a few tiny anti-missile turrets handle them quite fine.
Custom NPC Factions using Traders/Outcasts/Scavengers blueprints should be fixed. I may give some of them "placeholder" freighters/miners if they don't have any though (maybe from the traders).
I also slightly increased the FP gain for inactive members (16->19 so that a single-man faction can sustain a homebase as long as its member is online ~45mn/day on average rather than ~2h15/day, less than that and you'll gradually lose FPs)
A Universe with finite Power?
Wouldn't this be cool? Make rechargers cost like 1k mesh, increased mass, and increased generation. Only viable on stations or something, so people need a homebase or lots of drop pods.
Ok I just joined the server and its empty. =( But I added it to my favourites so I will check it out again. When do you guys normally play? (include timezone pls) I have time from 4 pm gmt.
The next days I try to battle the pirates though. =)
Just started on the server yesterday, and am working on a small fleet mining system. Anybody looking to +1 their faction? The single-man base is nice and all, but I think it'd be more fun to have a multi-player fleet for patrolling vs. pirates.
Edit: Also, what's the server policy on chaindrives? Cool, not cool, indifferent?
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