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    1. ltmauve

      The turret thread

      Standard turret Sniper Turret Co-op and missile turret PD and rocket turret
    2. ltmauve

      Brainstorm This Factory Coordinator Computer [Slightly updated]

      Yeah, managing factory set-ups is a pain. Anything more complicated than automated refining requires a lot of effort to make this, then that, then another thing, and another. Would this use shared enhancers (that is, would it not matter which enhancers are used for which factories?)
    3. ltmauve

      Introducing The United Star Axis

      Well, now that we have the guide rails you can have hidden rails easily. Rotators will be visible though.
    4. ltmauve

      Introducing The United Star Axis

      I was considering, why not make the placeholder mechs and cargo trucks actual separate ships?
    5. ltmauve

      Read by Council Solar radiaton

      Having a station in a nebula that temporarily disables someone's systems when they enter would be great for defense. I could also see having sectors that reduce the effectiveness of systems for any ship in them. Of course, these effects seem like they would be in the same systems. I'd also want...
    6. ltmauve

      Dannage Fleetyards: Poor Advice For Noobs

      These are good ships. Though a bit of advice: One, you can use docked parts to make two wedges in the same space. Two, you can use crystal wedges on the interior of your engines to smooth those out.
    7. ltmauve

      Recognized Simple solution for a horrible problem

      Don't forget that shield transfer needs to stop.
    8. ltmauve

      Recognized A small change to crafting recipes?

      In the old factory system, there were premade recipes that could be bought from shops - Harden hull, Expand hull, Convert to <color>, Convert to <shape> These would change all hull types to the target type. Very useful for dealing with what came from loot clouds. I'd really like to see these return.
    9. ltmauve

      Read by Council Astronaut Revamp: Equipment & Weapons

      Got it. Given that you seem to be going for equipment niches, I see. The armor might be able to be side-gradable into different resistances, but maybe not. Or maybe just the 15 minutes is built-in to the astronaut, just so we can never lose it? I was going to say that shields shouldn't be...
    10. ltmauve

      Recognized Change Salvaging Mechanics

      Hmmm... A player has to poke around the station for a randomly placed activation module and flip it?
    11. ltmauve

      Read by Council Astronaut Revamp: Equipment & Weapons

      Getting close enough? I imagine falling down upon trying to enter the side door of a ship. Let the devs worry about the exact numbers, just try to get the concept down. So no upgrades at all? Also, your combat gear lacks oxygen. I think it's a bit flat and hard to work with. Consider these...
    12. ltmauve

      Read by Council Increased Options for Hazard Blocks

      Yes, but the devs don't want players to have to upgrade their computers.
    13. ltmauve

      Brainstorm This Use total factioned mass to measure influence

      Recognized by Council - New Territory System I came up with this idea, and one of the mechanics involved works to solve the "50x50x50 block of dirt" problem. MrFURB came up with it, though. Basically, each block type has a Territory Claim Mass (Similar to how each block type has its own inertial...
    14. ltmauve

      Planned Starmade as an Astronaut

      If you do this, the bound player can't play until further notice. And you don't want that. I would suggest a captured player "respawns" as a default NPC for the faction. No ship building, no special/improved stats. They can, however, attempt to rescue the captured player (possibly with other...
    15. ltmauve

      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      The first point I agree with you. If I had written a detailed post I would have put that in there. But how much player input with training is a good amount? Maybe ranking up requires the player to come around and "pass" the crew. Or maybe some crew will rank up after a few hours automatically...
    16. ltmauve

      Brainstorm This Crew: Stations, bonuses, specialties, experience & expense.

      So, thought of something else for this Officers. Basically if you have a bunch (probably 5+) crew in a single department (weapons, thrust, repair, etc) you need an officer to prevent diminishing returns. Just another crew member whose job it is to manage a bunch of other crew. They would also...
    17. ltmauve

      Kupu's thread

      Aww... it looks pretty cool.
    18. ltmauve

      Thrust Mechanics Explained

      I'd imagine it's simply that you can't accelerate in the direction you're going once you're going above the "top speed" in that direction. If you're traveling forward at 100m/s and turn around and you can only back up at 30m/s, then you'll still be traveling in the same direction but you can't...
    19. ltmauve

      Game Balance Suggestions

      Metal mesh is not used in crafting except for thrusters, power capacitors, and in the basic hull. These hardly use any of it and in a large ship most of the blocks (weapons, shields) use crystal circuits and ore capsules. This means any refinery will have tons of metal mesh hanging around...
    20. ltmauve

      Simple Ideas to Make Stuff Better

      Do you mean like increased linear damping for things moving in water?