So... your SSU's are exploitative. Or at least some that you have. Ion SSU's are an extension of a mechanic, that uses such mechanic in an unintended way. Same way you guys have open doors on your ships, to boost your AHP. Same way Vaygr uses forcefields that are really far out to break...
I added a few things in the edited section, but I wonder what some peoples opinions on this idea is:
To encourage combat, I wonder if it wouldn't be a good idea to show warps on the galaxy map. That way, a careful observer could see (if not exactly - roughly) where people are warping to. This...
Jasper1991 yeah basically the idea would be to transport out and back in, given the gate is of an allied or (potentially) neutral faction.
Also, this isn't really a way to kill logic JD's, this would help replace them, but the way to do that would be to just make it so logic doesn't charge them.
Yeah, it's a station. I sort of want to put some more stuff on the plates, but I don't just want to detail one side. I'm really kinda annoyed by how a lot of people do stations, where it's really well detailed on top, and has nothing on the bottom.
Figure I could make a thread out of this to leach ideas from other people and hear what I'm doing is shit.
New Amsterdam
First thing I'm adding, and posting to this thread; a bit of weird interior work for the first plate. It's meant to be a gibberish sign for the edges of the "subway."
That seems like a logical way to approach it, but I'd be interested in seeing the differences between the strong factors and the weak factors. Perhaps there would be some disruption mechanism that stems from either jump-inhibitors, or something like them?
Besides that though, I love this idea.
It's not really a bug, it's just a bit awkward. In local play you now have to check the "Creative Mode Inventory" box. If you want to change this while playing just type /creative_mode <your name> true, hopefully this helps.
I'm unsure how to answer that myself, but I like the idea someone else had, which is to just change the sector of the player warping in randomly, within a certain distance. Almost as though the inhibitor/disruption forced you out of the warp before your destination.
That's really up to other...
It seems like most people agree, warpgates are under used, and have a lot of disadvantages. Most of these people seem to believe that the fundamental issue with warpgates is the line on the map that shows both end-points of the gate. People that think this way seem to also believe that removing...
-No longer recommended-
This update brings back the 45 second charge of the pre-.199 rail clocks and compacts it down to a 3x3x9 space by changing a lot of the mechanics of the clock.
Tunk designed the base of the clock system, which alternates between pickup rails and shootout rails to keep...
I already have a mostly functional 1:30 Chaindrive back on the dock. It breaks 50/50 on re-load simply because I'm a retard and didn't notice something going wrong. I already have a 0:45 clock in the works, but I just want to test it a bit more so that it has nearly no chance of breaking on reload.
http://phab.starma.de/T1815
Basically, after any change in orientation, a shootout rail will fire its entity after five rail changes.
Work-arounds have now been found for this and shootout rail chaindrives should be coming back soon.
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