Initially I thought this idea was too ripe for abuse. Given enough balance-elements I think the risk is worth the reward. The mechanic would make the RTS element of Faction-wars more interesting and strategic.
If 'invulnerable' proves to be too overpowered we could always re-brand it as...
Given the potential number of thrusters that SM would have to track, it makes sense to keep the option global for each ship.
If this suggestion gets traction I would also like to see logic control for thruster-groups and a limit of eight groups per ship.
One reason for the shipyard spars is to ensure that the area is fully initialized. This avoids wonky symmetry glitches on a big build.
On my old server it was common for people to have some lag and low frame-rates when 'gate-warping' in. For a busy building base with multiple large ships the...
Ya! No sarcasm at all; the self-cornering fence and iron-bars in MC are very versatile for adding greeblies to a build. I have hopes that pipes will be made to self-join for right-angles (and 45 degrees would not suck either). Also, I think the fence is meant to keep the chickens in, we just...
The main reason for Aux power is to replace docked reactors and avoid the pitfalls of collisions etc. While the mechanic of making them volatile is needed to prevent them from being OP I think there is a great opportunity to play with the 'Engineering emergency' response. You make a good point...
Thx for that. I may try that one way or another just to get rid of that visual effect.
It seems funny to me that that our interstellar ships have clunky old CRT displays with retrace problems. In my day when your tube showed the retrace line it was time to sync the horizontal timing pulse to...
I don't know if this is a bug or not. If anyone else has had this problem let me know please. I have experienced low frame-rates when I am in proximity to my tutorial ship.
Basic Day-1 Tutorial Ship
This has happened on my personal system and on a MP server. I suspect that this is related to...
I'd like to see shutting-down the Aux-reactor reduce the chance for a full on chain-reaction destroying the whole shebang. ( Still have it very likely to explode.) Alternatively a successful shut down could simply slow down the chain-reaction.
The Astrotech beam should act like fire-retardant...
Agreed. I was afraid to ask for this myself since the main focus of my forum-agenda is to streamline the player-experience. Here is one place where I think the transition could be drawn out a bit to make it seem more epic. Even just extending the current effect for a second or two may work.
(without Necro-posts I may never see cool threads like this.)
I had to laugh when I read the title. Flashback to me crawling through a sewer-pipe in Deus Ex ... lost somewhere in Hong Kong trying to find a mission point with a map drawn by Loki.
Ten minutes of creeping along with nothing to...
Yes this true. Some of the first things I played with in SM were anti-marine weapons. The problem is they don't usually make for a good rousing inner-ship battle. They are more like astronaut murder-traps. (Starmade meets Dungeon-Keeper :confused:)
I'm hoping for a scaled-down version for...
To limit abuse I would vote for : No jumping into the current sector or any adjacent sector.
Also we should discuss whether two opposing interdiction fields will affect each other. Does the first one still work (early bird gets the worm)? Do they cancel each other out? Do they both work...
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