Not too keen on the new blocks, but burst firing weapons would be useful. Instead of having a weapon continuously rapid firing until your energy runs out, you could set it to burst fire ton conserve energy.
The big difference between high dps and one high one shot damage in most cases is that dps is better for mitigating shield regen compared to alpha strike weapons.
Your big gun could knock down a ship's shields in one shot, but those shields will start to regenerate by the time you're ready to...
Agreed. Bigger guns need to be more effective in the damage they do, maybe machine guns to lose ROF the bigger they get? That way, the 15 block machine guns on my fighter won't be affected, but a 150+ machine cannon on larger ships wouldn't be able to fire like a minigun on speed.
Last time I took out a pirate station it was marked as decayed after taking out the block marked on the nav, but that was on the last build, so not sure if it's changed or not. Still had to take out the reinforcements it called, but got a good load of scrap out of the deal.
A good option for the shipyards update. If you find yourself short of blocks and want to build a blueprint you have the you could have the option of paying for the blocks your missing to have your ship built. Just so you don't have to buy them via the store individually. You could opt to buy all...
I wouldn't use a beam per say, but more something like the old docking system. Set up the computer, put down modules to increase the build area, load the blocks needed into the computer or link it to storage, hit start and watch it build.
+1
Since I usually put manuvering thrusters on my ships for show, this would actually improve my ships in general.
Also, I love the idea of having actual dogfights with my fighters instead of circle strafing each other to death. This make it possible.
So something like a used ship dealership? I like that idea.
"Come on down to Crazy Eddie's and get yourself a pre-owned G3 Goblin for the low low price of 9,999 credits today!"
Seeing as how planets don't orbit their star yet, just having the asteroids cluster in belts as opposed to random sectors through out the system would be good enough until they get planetary orbits working. That way, the belt would behave similar to how planets spawn, just spread out over their...
Yeah, asteroids should move in belts, not random clusters. Mind you random clusters aren't bad if your out in far off sectors, but if there are planets near by then they should orbit around the local star at least.
That's a given. Dynamic NPC factions would make the game more interesting, imagine pulling into an NPC station with a hold full of booze or something and getting fined because they consider that contraband? Good reason to research who you're trying to sell what goods to before setting off.
I do...
Maybe we could come up with a list of commodities that aren't blocks, like food crates or something similar? I think Space Rangers 2 had a similar commodities system in it.
I'd imagine a simpler solution would be to allow server admin to create npc factions and set their roles according to a set of values.
Instead of the random, unorganized pirates we have now, the admin could make a few named pirate bands that could even go to war with each other over territory...
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