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    1. NaStral

      A way to make multi-reactor setups possible

      Even if overheat were kept at 25%, there should be complete systems failure at below 50% along with a “disabled” marker.
    2. NaStral

      Missile reload time fix

      If there was some setting on how many missiles to build up before firing again, that would be helpful. Right now, if your using select fire missile turrets and you have appropriate capacity, you’ll get one solid alpha followed by a slow trickle of singles.
    3. NaStral

      Persistent Wrecks

      If there was some very well thought out limits to total numbers of blocks, entities etc per server, system and sector, persistent wrecks would be cool, provided that if an excess built up a mechanic was in place to automatically control it, ideally without garnering much notice from players.
    4. NaStral

      Revert to System HP with reactors as Critical Zones

      Another concern is that there is no overheat condition for entities without reactors so shed turrets and docked entities won’t have any natural way to vanish on thier own or be properly destroyed without being manually salvaged via build mode. All this clutter is not going to do any servers any...
    5. NaStral

      Revert to System HP with reactors as Critical Zones

      It doesn’t matter how expensive it is. It will happen. It will bring misery and cries for reform,if people even bother sticking around. It’s even more of a massive waste of time than space fights in Empyrion that drag on for an hour and a half before a ship loses all it’s weapons and someone...
    6. NaStral

      Revert to System HP with reactors as Critical Zones

      The problem is. Fighting a proper war against another faction is going to be a huge mess. It’s going to degrade into people cluttering each other’s home sectors with busted zombie fleets that don’t necessarily work in any meaningful way but continue to shuffle around and annoy forever. You...
    7. NaStral

      Revert to System HP with reactors as Critical Zones

      This would be acceptable as long as there was some kind of positive indicator that the ship was disabled and that nothing would truly work. As it is, even with the reactor being broken into pieces, a player or AI can still control it which is rediculous. Ultimately Nosa’s suggestion is the...
    8. NaStral

      QOL Improvements to Recoil:

      I think recoil should not effect other turrets or the entity it's mounted on either. It should be restricted to the body firing it alone. Though really, why? Why decide to make cannons worse than they already are? They need significant improvements, not nerfs. As of the current dev build the...
    9. NaStral

      Fleet Menu Scanner Sharing/Fleet Command Chamber

      I'm posting this suggestion on behalf of Comr4de since he is unable to. Sharing scan telemetry via the Fleet Menu. Being able to share scan's from your own fleeted ships as well as relay telemetry to them so that they could target ships revealed by your scanning would be a useful addition to...
    10. NaStral

      Station Fleets

      To be honest you don’t even need carriers as fleets don’t require any supplies like fuel or ammo to operate. If fleets were limited in how far they could operate from a fixed post or vessel carrying specialized gear, then while still not justifying carriers, would still justify command posts...
    11. NaStral

      Devs Need to Review the V2 Objectives.

      That’s all fine and good in the realm of ideal hippie-dippie land but servers have an obligation to protect themselves and thier own player communities from any “freedom” that can disrupt the normal flow of play or even damage the worldfile or hardware. That’s why things like mass limits are...
    12. NaStral

      Discussion Regarding Balancing the Doom Laser

      I’m not sure if it’s intended by the devs but the B/b combo as of this dev build is not as accurate as it used to be pre weapons update. I equiped an old fighter of mine with a 76/50% B/b array paired with a 150/100% C/c. Against smaller vessels on the move the B/b was not of great use, but...
    13. NaStral

      Discussion Regarding Balancing the Doom Laser

      The B/b combo has been a solid part of play for a long time, especially in the form of large B/b/Ion for knocking down large shilelds. A long range high damage alpha beam is the most viable weapon to actually be used by a player directly. Cannon weapons aren’t properly supported by things like...
    14. NaStral

      Station Fleets

      The mechanics are there just waiting to be expanded on and repurposed for this.
    15. NaStral

      Trade Fleets

      Currently with NPC factions, attacking a NPC station in a territory controlled by one will result in you getting swarmed by defense fleets. If players could take advantage of the same mechanic and assign fleets to patrol duty in a system they control this could give a well built station a chance...
    16. NaStral

      Trade Fleets

      Along with player created ships designated as traders, it would make sense to expand this to designated trade stations as well. You could do the same function from home base but with some kind of disadvantage and reciprocal advantage plus additional buff on the seperate vulnerable station to...
    17. NaStral

      Weapons 2.0 - :(

      I can see that, though so far turrets don’t seem to be effected as much as they should be to support that style of play. Some kind of AI accuracy debuff when a larger vessel’s turrets engage a smaller vessel would serve such a purpose better. For very large main body weapons I could see the...
    18. NaStral

      Weapons 2.0 - :(

      I forsee both parties not being able to hit each other at all. It’s difficult for two moving ships to hit each other with Cc at half a sector even without this recoil.
    19. NaStral

      Weapons 2.0 - :(

      I could honestly do without any kind of recoil but the aiming disruption is terrible. It adversely effects primarily users of smaller ships which seems to be counter to the aims of the dev team in favoring smaller ships. The 40+k turret boats I've been testing in dev build haven't suffered much...
    20. NaStral

      Weapons 2.0 - Critiscism

      I forgot who mentioned this on the Discord, but being able to modify mining arrays into makeshift weapons would be cool. I’m kind of envisioning a relatively high dps but very short range weapon. It might be able to be accomplished with a reactor setting rather than a weapon system combo