Recent content by Merddyn

    1. M

      My thoughts on what I'd like to see.

      (Edit: Bluh, it didn't carry over the formatting from copy/pasting wordpad...) Okay, so, I wasn't sure if this would be better suited to be put into the General Discussion forum, or the suggestions forum. So I decided to throw it here, because it kinda has suggestions in it, more than...
    2. M

      Vehicles, Drop Ships, and Infantry Combat.

      I honestly have no idea how to insert those spoiler tags, so... BEGIN RANT HERE Says the person that's also only been around for several months. Seriously, though, was any of that really necessary? Whether or not someone has been around for a few days or been around for a few years, their...
    3. M

      Fleet Command

      I definitely like the idea, Although I'd suggest making stations squares, and ships triangles, as opposed to the other way around that you suggested. This is because with the triangles for ships (Isosceles would be ideal) , you could have an indication of the facing of the ship, which doesn't...
    4. M

      Modular component systems

      Another thing I thought of that is a benefit to this, over just copy / pasta, is that you can have A: (Again, Star Trek as a reference) Galaxy class Saucer separation, or the multi-vector attack mode of the Prometheus. Also, in a less separation perspective, you can have a Voltron kind of setup...
    5. M

      Modular component systems

      Oh, cool... Thank you for the information! ^____^ This game is getting cooler than I thought it was as time progresses, and it hasn't even updated. XDI kinda wish it was a client rather than server side thing, because that means you have to design your modules with the server's settings in mind...
    6. M

      Modular component systems

      ... o_O There's a templates in advanced build mode thing? (Loads up game to investigate...) Edit: ... But... How do you save templates...? Edit x 2: Oh okay, I found it... It's a shame it's only up to 10 x 10 x 10, though... I was thinking things like entire ship engines, or the like...
    7. M

      Inverse docking

      Not sure if this one has been mentioned yet, but I'd like a way to basically... Pick up things, rather than have them dock with you. "Well, what's the point?" you might ask. And in the case of two ships under your control, there isn't one, although not having to get out and go to the ship to be...
    8. M

      Modular component systems

      So first of all, I'd like to say I really love this game so far, the potential is great, and I'm amazed with how you've incorporated the docking and turret systems. At the very least, in that you've incorporated a working and not lagtastic docking and turret system. However, something I'm a...
    9. M

      Introduction thread!

      Hello, I'm Merddyn. I stumbled across this game last Sunday, when I googled "Star Trek Miranda class game", because I wanted to play a game where I could use my favorite ship class (which despite how common it is in the series, is few and far between in terms of playability in games), and...
    10. M

      The Current State of Weapons

      That's hilarious that it's mixed up somewhere? XD I thought of the cannons as lasers because they act like the lasers in the star wars flight Sims, and I tend to think of lasers as the most basic sci-fi weapon ...
    11. M

      The Current State of Weapons

      ...? I haven't seen any ship weapons called lasers, though, just the hand held ones... admittedly, I've not seen any of the modifier modules yet either...
    12. M

      The Current State of Weapons

      Is the cannon what they're referring to with lasers being able to shoot down missiles? (I haven't had a chance to try combat against anyone yet, so I haven't tested) because if so, I'd WANT a shotgun effect, for shooting down swarms, at least for my point defense turrets.
    13. M

      The Current State of Weapons

      Yah, but then you have to worry about it deviating from where you're aiming, be it by multiple enemies near your target, or aiming at a specific component. That could be a good module/support, though...
    14. M

      The Current State of Weapons

      As for the fire rate = accuracy, that can be handled by keeping the projectiles on the cannon, and cannon+ cannon, the same speed. Load a weak cannon+ cannon system in to use as tracers next to your main cannon, then fire the single cannon once you have a fix on them with the machine gun fire.
    15. M

      The Current State of Weapons

      Forgive my lack of knowledge, I literally just got this game Sunday, and I've been busy as hell all week, but it seems to me with cannons, a major problem is only affecting one block. Problem is, missiles already do a blast, so adding that to cannons is redundant and detracts from both. Why not...