There's already scarcity in the game. Really useful things like shield capacitors are hard to source the materials for.
You could also just turn off all non-player shops, but then you'd also need to set the credits needed to build a station to zero (which makes far more sense to me IMO).
No. This is a very bad idea. What needs to be fixed is ship controls so that it is easier to align to other objects manually.
I'd love to see at least a key modifier that allows for fine adjustments. And lets not get into how much a small ship rotates on a single tap of z or x keys.
The idea is the player sets the price for a fully built ship. The shipyard will build it if there are materials available. Until then, all that is seen is the hologram, and maybe a menu to select which ships can be purchased.
I'd like to see asteroids and planets have more variety in the minerals they carry. I can see them having predominantly one type, but, to make things interesting, lets add 5% of other random raw material types . As a side effect, this will make it possible for everyone to gather very hard to...
I kind of like this idea.. but I was thinking more in the line before of having NPCs or repair bots that can wander around your ship replacing/repairing blocks for you-- so long as your ship is stopped, or in orbit around a planet.
Shipyards are great... but I'd like to have a station which people can visit and buy ships from as well (perhaps have the shipyard computer linked to a store module). Set a fixed price for a ship, and, assuming there's enough parts in stock, offer other players the ability to buy a ship from a...
Ah, this never happened before the update. If I'm under the effect of gravity of an entity that I haven't left, it shouldn't just stop working. If anything, Even my tiny ship docked much lower on the planet's surface acts as a pocket of null-gravity.
I haven't seen anyone else note this yet, but, with my ships that are docked on a rail to a planet, I keep loosing alignment. Also, after walking around inside my ship while docked, I'll also loose the effect of gravity at random intervals even after activating the gravity block inside my ship.
Yeah.. well, if it's ugly then players would want to spend less time wandering around inside of I would think :D. Actually, if faction and non-faction member visits to a station had a strong role in the area it influenced, then that would put a very interesting dynamic on things. It would then...
Erm.. This is a cool idea. It also encourages big home base station builds. Now, it would be even more interesting if there was an added mechanic to encourage stations with interiors-- otherwise people would just build doom-cube stations, which would be annoying.
Station interiors could be...
That doesn't stop the problem of ships getting stuck in fully enclosed bays. If the ship is already docked to a rail, they're stuck, Docking needs to be prevented before the ship can snap into position. I want to prevent a ship from docking before they get stuck in the structure by docking on a...
I see you've failed to read my posts. I've agreed before with stationary warp jump inhibitors to avoid hit-and-run tactics on structures. However, I've disagreed with mobile warp jamming without the warp jamming ship undergoing significant penalties. If a ship can warp jam, then there should be...
Actually.... I had a better idea... It would be neat to have a power block, that's like normal power block--- except it can be rigged to overload and explode with more power than a warhead. Basically, if it's sent a true signal, it enters an overload state. The size/power of the explosion would...
This would kill the server. Each time a ship passes through a sector, the server has to load or generate a sector. Even when jumping from one sector to another, the jump delay isn't quite long enough for the server and client to load all of the block data. If you've ever used a large warp gate...
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