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    1. GaeasSon

      Sensors as an effect instead of a system

      Maybe just leave them as they are now as the passive effect.
    2. GaeasSon

      Sensors as an effect instead of a system

      I agree, but I'd also like to have more variety in the challenge of design freedom vs structural requirements. Antennas simply working on block-count doesn't really make sense to me. I would base antenna strength/efficiency on geometry, say X*Y*Z of the bounding box of just the largest...
    3. GaeasSon

      Ship Explosions: How we should handle dead ships

      Recalling a previous thread on this subject ( http://starmadedock.net/threads/make-ships-go-kaboom-instead-of-spawning.20670/) OK, so how about this: When the structure goes critical, the game does a simple random check for effect (Shutdown, Dereliction or Explosion) If Shutdown: The ship is...
    4. GaeasSon

      Transporters shouldn't drop shields to 0%.

      I hold the opposite opinion from the OP. Shields have the primary effect of turning coherent energy streams into incoherent energy streams. Which should have the incidental effect of turning a traveler on such an energy stream into a sort of fizzy soup. For the game, I guess it depends on...
    5. GaeasSon

      Sensors as an effect instead of a system

      I'm thinking sensors might actually be more role-play interesting as an effect rather than a system Any sensor effect reduces the system damage to zero. Types of scans. Damage beam + Sensor= Sensor beam that displays information about the structure that it hits. Damage Pulse + Sensor= Active...
    6. GaeasSon

      Transporter: Permissions

      I will first say that transporters rock beyond description. It makes my little Trekkie heart beat faster. With the understanding that transporters are a work in progress... Finer access control might be useful. At the moment, we can allow incoming by Faction, or Public access. I think it...
    7. GaeasSon

      Croudsourcing Systems Proportions

      I'm just going to throw this out there. I'm wondering what sort of systems proportions builders are using as guidelines. What "Sweet spots" have you found? I try to keep my thrust to mass ratio at or above 1 Shields: I've been using 1 charger to 4 capacitors. I think that may be too low...
    8. GaeasSon

      The cycle has gotten so short that I'm tearing apart and totally rebuilding ships I haven't even...

      The cycle has gotten so short that I'm tearing apart and totally rebuilding ships I haven't even published yet. On the up side, these are some damn fine ships, If I can ever get satisfied enough to publish them.
    9. GaeasSon

      OK. My name is GaeasSon and I have a problem. Every time I build a ship, I learn new skills...

      OK. My name is GaeasSon and I have a problem. Every time I build a ship, I learn new skills. Then I rebuild. Then I learn more skills...
    10. GaeasSon

      Dev Blog : October 20th 2015

      oooh! Can I shunt incoming transporter beams into my engines and use hostile boarding parties as fuel?
    11. GaeasSon

      Dev Blog : October 20th 2015

      Ooh! What about call forwarding? Can I redirect incoming transporters into a neighboring star? Or an automated operator system? "Please hold, the integrity of your data stream is important to us. You are now [3rd] in line for materialization. One of our transporter technicians will be...
    12. GaeasSon

      Dev Blog : October 20th 2015

      I disagree. The devs have overall, been incredibly responsive to this comunity. What they have that ALL of us mere groundlings lack is a picture of the larger development path. Area gates will be useful. Race gates are a direct offshoot from that, that will open new ways to use the...
    13. GaeasSon

      Dev Blog : October 20th 2015

      OK, Bench.... Spill it. Without going into details. I already know I have a TON of refitting work ahead of me. (did you know I've made a LOT of ships (eyelid twitch)) Can you at least tell us what roleplay areas will probably be game-engine interactive? Bedrooms? Commissary? Med bay...
    14. GaeasSon

      Improved object loading.

      Here's a bizarre idea that might help... It's a very different way to achieve the intended effect. What if we could speed-load planets by making them easier to render in stages? We've already got spheres a LONG way off, and stand-in dodecahedrons a bit nearer. Then we approach to render...
    15. GaeasSon

      The turret thread

      What you COULD do there (...I suppose... with a bit of fudging) is to do the narrow sides of the ellipse as two partially covered circles, then do the broad front arc as a quarter circle hinged from near the back of the disk. Then sort of fill in the gaps with a berm of brown phaser-strip...
    16. GaeasSon

      The turret thread

      It's a great idea. I've tried it, and it works beautifully. The damnable hitch is that it models the behavior of a TNG phaser strip, not the little micro-turrets of the TOS and Movie eras. So the ships that have lots of circular cross-sections, don't use that kind of phaser. And the ships...
    17. GaeasSon

      Weapons/systems streamline

      On further thought: There may be other ways to simplify and streamline systems by combining effects: (by "simplify" I mean keeping or increasing variety of effects with fewer types of blocks) Damage + Pull = Replaces Salvage (when directed at asteroids and derelicts) Ion + Pull = Shield Drain...
    18. GaeasSon

      Weapons/systems streamline

      Maybe I'm thinking about it incorrectly. Maybe we could have a "nodamage" effect to convert AMC, Damage Pulse, damage beam and missiles into non-hostile utility systems.
    19. GaeasSon

      Weapons/systems streamline

      Our weapons system is based on two different generations of game design. In the beginning there was the AMC and the salvage beam. They were elegant systems for a simpler age. Now we have a proliferation of weapons, subsystems, effects and all. Recently I felt inspired to build a Tug. I...
    20. GaeasSon

      The turret thread