Search results

    1. M

      Information Terminal

      This is an idea worth looking at I was just thinking it might be nice to be able to link one display to another like a kind of logic block where text could be updated. Large ships and stations it would be great if you could send select signals to select areas without spamming one of the chat...
    2. M

      Making passive Push/Pull effect actually useful

      Im sorry but that that depends on what server you play on. here is Mikeland server rule number two for instance. "2. Ships that are so large, or so full of systems that they cause lag issues with the server will be removed. These are easily seen by admin from the amount of errors that appear in...
    3. M

      Making passive Push/Pull effect actually useful

      Seriously I think your taking the secondary use of these modules as its most important feature. It's primary use is so one ship can catch the other ones and blow them to pieces, and for that it works perfectly. On a 100%100%100% beam/cannon/stop or pull mix the beam is constant and will hold you...
    4. M

      Weird Chunks?

      I have a few questions about this. The back story is I have been working on a rather large ship and it does not have engines yet so it is stationed close to a shop for supplies. I used the camera reset so that is at a 90° angle from the shop and other than that it cannot move on its own. I have...
    5. M

      New station missile turrets ignore shields, and hit ships inside mothership.

      Testing update, loaded a 6/6/4 missile/pulse/overdrive split in two groups on a smaller ship and it was able to destroy all turrets on a larger ship in one blast. further, test showed the missile actually did 5400 damage each to the shields, even though the damage rating said only 1200. I could...
    6. M

      Making passive Push/Pull effect actually useful

      This booster idea seems like a fantastic idea, but honestly it sounds a bit like an exploit. Push and pull beams are already very useful if you just want to push or pull something.
    7. M

      reduced station spawning in non-special sectors

      That's why I suggested first off that their be access to the variable, the same as there is for shop spawning. As to balance and boring, leave it to the admins, it depends on your point of view. However, pirate spawn control could seriously benefit for all from the same mechanics already in...
    8. M

      Implemented New Personal equipment: Flashlight

      Definite Must for those of us who play more for exploring and building ships and stations rather than blowing them up. I could probably be arrested for littering with all the light rods I have lost in asteroid belts and planetary caverns hunting materials.
    9. M

      suggestion for station ship balance.

      The old ones yes but it looks like they where placed on the number 1 block to start with. The new ones' modules are hidden way off center and it does not correct for that.
    10. M

      reduced station spawning in non-special sectors

      After cleaning the pirates out of a remote system I counted about 36 stations in all and only about 10 where not pirates, only 3 of those where trade stations. I already set the shop spawn rate down to about 1 in 100, but some 28 pirate stations in a system that has nothing but two ice planets...
    11. M

      suggestion for station ship balance.

      If the stations are going to use the faction modules as the stations core so to speak (they are immune to salvage and new block placement until the faction module is destroyed), then in all fairness the target center needs to be changed to the faction module instead of the center of the station...
    12. M

      New station missile turrets ignore shields, and hit ships inside mothership.

      Sorry this may be intended but after playing around with the new stations, I have discovered the missile system allows splash damage to pass through shields. I have had whole sections of turrets wiped out with the first volley of missiles from these new turrets. That part may not sound too...
    13. M

      question about the new stations missile turrets.

      should these new turrets be able to ignore shields? The reason I ask is because I had 16k shields on my turrets, and 18k shields on the ships parked inside the hangers. All of which got disintegrated with one missile hit. My ship was completely undamaged and the shields did not even drop but all...
    14. M

      pirate stations should not be scrap

      oh and just to be clear the shields should still be ether salvageable, or quit working when they are decayed. You cant have trash that works, if it works then its not trash. I suggest at the least a percentage should still be salvageable maybe like the lucky mining giving you a working piece...
    15. M

      pirate stations should not be scrap

      After reading here I would like to say, I can see the logic behind stations self destructing. However, I would be suggest that perhaps vaults with something actually worth looting where put in the new stations like the old ones have. The new stations seem pretty pointless, their great to look at...