Nah, give that tracker to the astronaut to be placed...by hand. That will give boarding parties something to do if they are unable to commandeer the ship. :cool: (cue 007 theme music)
A popular suggestion.
Nobody wants to prevent combat from unfolding as it does now. But adding this option would allow for duels and tournaments to exist side by side with the RTS elements of Faction war.
Another thought. If the effort is made to incorporate this I would like like to be able to save the settings and then switch between my saved settings.
This would make it easier to toggle between 'modes' like Battle-stations or Area Defense, fine tuning each appropriately.
I agree that players who are offline a lot should not suffer as much effect as heavy players. Any Entropy effects should get more severe the larger the faction/fleet's mass. A single ship below a certain threshold should be easy to maintain by the captain/pilot. As the mass increases there will...
I am quoting myself from Dev blog (because it is on topic)
Decay/Entropy are:
-Rubber parts drying out because they are static. (EG mashed tires on a car that sat idle for three years.) Belts on a turntable getting stiff.
-Wire breaking due to expansion/contraction from the day/night &...
Aw man! You're going to straw-man me for this? No specifics are even an the table yet. You are better than that Mal.
Neither one of us want to burn casual players. I certainly don't want peoples stuff disappearing in a puff a smoke. Hyperbole aside, if you have a concern about casual players...
I worked for fifteen years as an electronic technician and I now renovate older homes. I do my own bike repairs and whatever I can manage on my car. Cars, electronics and homes are all complex systems of interdependent parts. If things IRL did not decay I would be out of a job & the entire...
Great ideas. (I'm still gonna poke you about your formatting tho ;)) Poke rescinded:cool:
Here is my thought on 'random' encounters. Having a one-off dialog with a character just to advance the mission can feel really hollow. What makes a universe seem inhabited is residents...recurring...
...OK...maybe just a tiny nerf then. I do like the idea of someone accidently losing target lock at the moment they release a salvo then watching with horror as it veers towards their own allies. :oops:
And a blacklist option if you want your no-go zone to be more specific & selective.
Bonus points for linking to a transporter for the spacing of interlopers. :eek:
Decay comes from many sources including, wear & tear from basic use, maintenance of static-assets (a car on blocks will deteriorate faster than one gently used) and of course trauma from being pushed to the red-line (combat). Machines need exercise just like our bodies. It keeps the flexible...
I though that heat-seekers avoided being OP precisely because they could not be targeted. I can see abuse potential if they were included. Otherwise I would support the concept of a commander painting an Alpha-Target with a 'you-die-next' laser.
Sigh :rolleyes:...
...this thread is an attempt to discuss solutions for Restraint-of-Exponential-Growth in the elements that make up SM. Literally every other thread has people thumping on Schine to do it's optimizations NOW! This helps nobody.
Please stop.
Schine knows it has to do serious...
I think everyone who plays SM can at least agree on this one point. The fact remains...
...no matter how slick the optimizations are, or how perfect code is...there will always be a point at which the hardware will present it's limitations. There will always be a need for the game-engine to...
Some valid concerns here. I would want hostile-Exp to focus on killing blows more than trickle damage but there is room for both. Tracking your own ship's damage will be very tricky and yes we should minimize possible exploits. Dealing damage should pay off more than receiving damage. Big payout...
I agree. Strategic points are not strategic without some intrinsic value. The big idea here is to create a 'battleground' that factions can fight a Tug-o-War over without anyone's bases getting fragged into oblivion right off the bat. ( In many domination-games this means you have to hold a...
True, mining can be boring (I find it relaxing) but miners and builders need ways to give their NPCs Exp too. Just trying to be inclusive.
Mining requires good ship-design and has inherent risks: pirates and human raiders. A good mining ship will always be at a disadvantage against a...
Panpiper kind of said it all.
I truly relish the opportunity to co-build with a creative builder. I find it much easier to do in creative mode because it avoids all the 'sharing' resources issues. Usually I am interested in projects on a case by case basis. It is rare to have to have total...
I'm digging the ideas so far, keep it up folks! :)
I know exactly how you feel about the 'digital hamster wheel'. I have an active 'inner life' that provides meaning and context where they don't already exist. Most game plots are boring and unoriginal to start with and the process of slogging...
Mining is about more than just ship-design. Technique plays a big role. My Diamond Pickaxe is deluxe, medium sized miner with many inefficiencies but it has a slew of useful features and is fun to fly. (for Reference: Diamond Pickaxe by Lukwan) I will describe it's unique features.
Duty cycle...
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