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    1. Blodge

      Kupu's thread

      Not bad but, the rails need something to visually represent the direction they are pointing in. Besides, judging by the screenshot in Kupu's earlier post, he already has a design in mind. Nice to see some creative suggestions though :)
    2. Blodge

      Kupu's thread

      Excellent work as ever, Kupu :)
    3. Blodge

      Welcome to our new team members!

      Exciting news indeed! Welcome aboard, chaps :)
    4. Blodge

      Kupu's thread

      Sweet :)
    5. Blodge

      Surprise Dev Update

      I very much doubt it will work as the 1st rail will probably se the 2nd rail as a separate entity. Worth experimenting with though. If it does work, what did you have in mind?
    6. Blodge

      Surprise Dev Update

      Ah, gotcha! Very creative. Can't wait for this build to get released :)
    7. Blodge

      Surprise Dev Update

      Oh nice! How did you get the doors to "pop up" before sliding to the sides?
    8. Blodge

      Surprise Dev Update

      Intriguing. Got any videos?
    9. Blodge

      Surprise Dev Update

      I wish to marry this update and have many many beautiful children with it.
    10. Blodge

      Surprise Dev Update

      I've not really noticed that. Maybe they just run away from your ships because they're covered in Turrets? ;)
    11. Blodge

      Dev Blog : March 30th 2015

      Has a maximum mass limit for a single Rail Block been determined yet? I'm hoping for around 35 (~350 blocks).
    12. Blodge

      Surprise Dev Update

      In that case, prepare for RAMMING SPEED! ;)
    13. Blodge

      Surprise Dev Update

      Why not apply the same formula to shied rejen instead of shield capacity? That way everything repairs at the same rate but there are effectively weak spots in the shields which smaller craft can exploit with their manoeuvrability? Agreed, except about the tracking distance. I once left a group...
    14. Blodge

      Surprise Dev Update

      This system means bigger turrets automatically get more shields, making them more resilient to big guns and pretty-much invulnerable to Drones. Smaller ones get less shields meaning Drones can tackle them. Seems balanced to me. Do you have an alternate idea?
    15. Blodge

      Surprise Dev Update

      Me too, and I imagined that was how most people play this game. Use a Sandbox to create and test your designs before releasing them into the "real" world of a multiplayer server. However, I do find shooting Pirates handy when I want to test out my latest weapon designs ;) I also assumed this...
    16. Blodge

      Surprise Dev Update

      Titans with forward guns are also good against planets, space stations or any other large immobile objects. Same goes for Titans with a small number of very large turrets. Titans with a very large number of small turrets and/or carrying a ton of drones (i.e. Super-Carriers) are very good...
    17. Blodge

      Surprise Dev Update

      I totally agree. In a game which is trying to encourage creative engineering, we can't have a single tactic which trumps all others 100% of the time.
    18. Blodge

      Surprise Dev Update

      Small turrets should be designed to take out small, lightly shielded manoeuvrable targets such as Fighters and missiles. Not to swamp a larger ship with enough accumulative firepower to overcome their shields with unerring accuracy. Admittedly, once a large ship loses it's small turrets it...
    19. Blodge

      Surprise Dev Update

      But then you end-up with someone building the Death Star, only you can't take out the turrets guarding the small exhaust port because they're just as tough as the whole Battle Station.
    20. Blodge

      Surprise Dev Update

      I agree turrets should not be as well shielded as the rest of the ship. Providing smaller ships with something they have the firepower to handle actually gives them a tactical use in a battle. How about instead of the turrets sharing a percentage of the ship's shields, they share a percentage...