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    1. EricBlank

      Either Simplify or Expand Factories

      Maybe we should keep actual reactor chambers in the logistics tree generic, where they still affect all factories on the station equally. We've got, what, reduced cycle time and reduced power costs at the moment. We could like add "resource efficiency" to produce 10% more for the same input or...
    2. EricBlank

      Either Simplify or Expand Factories

      If a basic factory block can construct anything from its hardcoded recipe without any additional blocks being necessary, then the issue of noob friendliness would largely be alleviated. A more complex, efficient, faster-working, higher-yield factory is a very good option for the next step, but...
    3. EricBlank

      Shield percent on displays

      Dont worry, the codes for the shield groups' information are in the display modules help thingy in game currently, so you can already set up displays that list the strenghts of each shield group you have on your ship. Figuring out which ones which (because theyre only called by numerical order...
    4. EricBlank

      Either Simplify or Expand Factories

      Yeah, exactly that! Dont think the game devs are going to even consider higher tier or better ship component blocks, like tier 2 weapons or anything, at least not any time soon, but differences in production methods/efficiencies seems plausible with what they do plan to do with the game.
    5. EricBlank

      Either Simplify or Expand Factories

      Both the above posts would be great ideas and pretty similar to what i meant by random alternative recipes. What i meant by processing bulk resources was taking like the 99 billion sugil or whatever blocks i have and having recipes available through the advanced crafting system that let you use...
    6. EricBlank

      Either Simplify or Expand Factories

      I would like to see an advanced crafting system, yes, including recipes that replace a portion of the normally necessary components with something else, potentially cheaper or just more economical for sheer volume of whats available (rocks) And i do feel the current tiered factory setup is...
    7. EricBlank

      Reactor Chamber effects

      (Edit: i got the chance to play around with the tractor beam, and it doesnt look like it needs a lot of help; its fairly effecctive irregardless of the size of the object youre trying to move vs the size of the beam, its just applying thrust. So very small objecfs get flung around quickly, large...
    8. EricBlank

      Reactor Chamber effects

      Thats a great idea, actually, and would be a huge help for craft with a couple big cannon turrets that are firing in different directions every couple seconds. The same chamber could reduce acceleration applied from enemy weapons hitting your craft too. Maybe a resistance to tractor beams...
    9. EricBlank

      Turn down salvage beam intensity a smidge...

      Ive always found it easier to aim from a diagonal offset a few meters away. Even before the update i couldnt stand the beams getting between me and the target. I usually use two cameras, one on each side of the ship, and sometimes on in line with the array to line up initially. Then i can view...
    10. EricBlank

      More than 100% Chamber point usage (for a prize of course)

      I think this could work, actually. Go over capacity and you start losing stability quickly, and maybe draws extra power (like the proposed .2% of generated for every 1% over the RC cap) too? The question then is, if the need for extra stabilizers outweighs the benefit of having every single...
    11. EricBlank

      What will be added in the Universe Update?

      Yeah, im aware of the new technology actually, kepler last year finding what was it, seven almost earth sized presumably rocky planets around a single red dwarf star, among hundreds of others. But still, gas giants arent at all "rare", it frankly would make more sense if they had similar...
    12. EricBlank

      Emergent Fleet Design

      ...i often dont report bugs because i assume everybody experiences them and the bug tracker must already be inundated with duplicates, but if it hasnt been reported then i will do that.
    13. EricBlank

      Universe Update: Star Systems, Territory, and Space

      The OP is basically how i hope the universe update will change, basically keeping the sectors and changing the 16^3 sector blocks to local areas or something, but divorcing the locations of stars and planets from that grid, allowing stars to be placed in any sector, and their sphere of influence...
    14. EricBlank

      What will be added in the Universe Update?

      The problem with gas giants is that, irl, theyre pretty damn common. Most of the exoplanets weve found are gas giants, last i heard. So it would make sense for many or most systems with planets to have one or two. Maybe something like black hole harvesting? Never know what you could yank out of...
    15. EricBlank

      Emergent Fleet Design

      I think to really make fleet combat stick the ai needs to be able to do at least these things: share scanning information between fleet members and run scans themselves to allow targetting stealth craft, mine asteroids and salvage wrecks (for mining fleets) without constant supervision, deploy...
    16. EricBlank

      How big is your *******

      Ive got two standard size classes for fighters/bombers/shuttles; if it doesnt fit within the "small" size of 21m L x 13m W/H, then it must fit within the large 33mL x 27m W/H hangar. This allows me to ensure all fighter/shuttle craft are compatible with all hangar spaces on standard ships...
    17. EricBlank

      [Weapons Update] Missile Turning Rate inverse to damage

      Yeah theres definitely something to be said about the lock on timer right now. I counted it at about 25 seconds. Id understand if there was a way to adjust that based on like weapons scale vs target size vs own sensor strength vs target stealth strength vs weapons secondary ratio, so you can get...
    18. EricBlank

      [Weapons Update] Missile Turning Rate inverse to damage

      I agree with the OP that larger missiles should be both slower in terms of max velocity and turning rate than smaller missiles, even assuming the same weapon to secondary ratio. The game in general has some issue with everything scaling up evenly. In places like a weapon's fitness for dealing...
    19. EricBlank

      Make AMS pre-calculated

      I like the idea of saving performance through a calculation like this, and in canon on my vessels ams is handled by laser emitter domes on the surface not cannon based turrets so i wouldnt complain much if something like that was an option, but i do see pd turrets as being important to the game...
    20. EricBlank

      QOL Improvements to Recoil:

      Recoil should definitely be a lot less powerful, but not nonexistent, especially firing a gun that takes up most of the craft id expect it to be significant, accelerating it backwards a couple m/s I cant think of anything besides maybe neutron star matter or a black hole that could have so much...