I'm thinking of it as blanket mass and dimension reduction, at the cost of vulnerability. That makes it more versatile than just a "big ship turn enhancer"
I was thinking about the ancient problem of large ships being frustratingly slow to turn, balanced against the similarly ancient problem of balancing fighters against battleships. I think I have a possible solution to satisfy both.
I'm imagining a ship's device that could be described as a...
The post may be old, but since the thread has been bumped...
I'd like to express my support for certain Thrust mechanics related ideas
Structural Vectored thrust:
For each group of thruster blocks, divide the thrust proportionately by the dimensions of the group's bounding box. So, a single...
OK, let me say this first... powerful trek style articulated turrets ARE possible under the current system. They are just a pain in the butt to build. See my posts here: http://starmadedock.net/threads/the-turret-thread.5981/page-5
Now... I would be in favor of a damage nerf for beam weapons...
I think part of the idea, that maybe I didn't express well, was that if you had a hallway 20 blocks long and 3 blocks wide with deck-plate on all the floor tiles, Daves wouldn't que... A stopped Dave, an obstacle, or a broken floorplate would cause the others to path around the obstruction.
rails....um... I had a mental vision of crew on rails.
What if crew essentially DID use the rails system?
Regular rail blocks for one-way travel paths.
A new block "deck plate" which allows arbitrary travel based on the path determined by the Daves own navigation algorithm.
Physical contact...
Now THIS has promise... may I add to it just a bit?
These RP blocks: They could be used to define all the normal travel paths within your ship. For Dave, getting from his bed to his duty station by parsing ship structure is a very complex task. If he were traveling between defined nodes...
Exactly! And when you do so, you increase local supply, lowering prices for the commodity. By defending yourself effectively, you are increasing the cost of doing business for the pirates. They may increase the strength of their presence, hoping to drive you out. They might place a bounty...
Not as much as you might think. You don't need to model each individual NPC 's choice tree. Generate random macro-events that will alter local economics. You don't need to model every pirate raid of the trade guild couriers to know that proximate pirate groups lower supplies, and raise...
So the discussion of crew leads to care and feeding of crew which brings us to consumables. Which leads to the need for renewable consumables, or farming. The deeper we go the more we are talking about an economics and ecological sim. At least at the beginning we should probably gloss over...
Scaleable sounds:
It seems to me that we could re-use a lot of the same sounds, just by changing the playback speed.
"pew!" can actually be the same sound file as " THRUMMMMMMMMMMMMMMMNNNNnnnnnnnnn!!!!!!!"
If I might suggest a slightly simpler approach? I like the idea above, but let's build toward it and see how the game develops. Here's a relatively light weight (development wise) method, just to get us started.
Creating a (transport/teleport/transmat) pad:
C select Salvage beam: (We already...
This calls back to an idea I posted on the old site for being able to weld structures together. It also answers the intent of this thread: http://starmadedock.net/threads/suggestion-for-shipyards-stage-based-building.6493/
What if we could "layer" shipyard designs?
Layered Blueprint Building...
Something does not now seem to be working as you describe above, Bench. But maybe I'm doing it wrong.
I have three structures.
Core structure has 2 wireless logic blocks A and B.
Structure 2 has 1 wireless logic block A'
Structure 3 has 1 wireless logic block B'
I use my marker beam to...
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