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    1. FunnyBunny14

      Map Uploads Forum

      Well, stations should just be actual stations, we should indeed have a different section for minigames on stations, and of course said world/map section. The nice thing about the world is that it will save the custom spawners currently on it.
    2. FunnyBunny14

      Default Trade Station Poll

      Why can't you change default stations on servers? That doesn't make sense. You do know there will be folders like default blueprints for the pirate ships but then for stations, right? But I assume you know what you're talking about @Ithirahad , so could you please explain why it can't be done...
    3. FunnyBunny14

      how thick is your ship?

      Once again, the hp system isn't going to add an armor bar or anything that can be replenished by repair beams. It might add an hp bar for ships, but that won't prevent anyone from breaking blocks. It will just prevent people from destroying your ship while the hp bar isn't empty. And the only...
    4. FunnyBunny14

      Map Uploads Forum

      This belongs by site suggestions. But it is a good idea, so why not.
    5. FunnyBunny14

      Improved Universe

      Having things be on orbits would also have the nasty result of breaking station based FTL.
    6. FunnyBunny14

      life

      Really? You have to ask even if the creature system is practically in place already? Wow. Edit: Ok, you're really new, so you might not have known this, but we are going to get creatures on planets, in space, on stations, etc. There also will be NPC factions that will capture territory, trade...
    7. FunnyBunny14

      Default Trade Station Poll

      And that's why we will be able to change the stations ourselves ;)
    8. FunnyBunny14

      Animated water

      Oops :p
    9. FunnyBunny14

      Damage based ammunition for ships.

      I was also thinking of maybe having a damage capacity that recharges over time, and the total efficiency would then be on a decreasing curve, eventually leading to you not being able to fire a 1000 shots (times something if it is cannon slaved) but 1. Very slow recharging weapons wouldn't notice...
    10. FunnyBunny14

      New faction Concerns

      Super advanced quarries!
    11. FunnyBunny14

      New faction Concerns

      I just re-read the post and found some fun stuff: Yes! I can still be a nomad! Diplomacy and missions :) This of course always is nice to have. Makes owning a system actually worth something. This last one in particular is interesting. It makes owning asteroid systems actually worth...
    12. FunnyBunny14

      New faction Concerns

      I feel that killing a player from an enemy faction should also grant FP. Otherwise my poor 1 man faction will cease to exist in no time. *gets really sad* :( Edit: Wait, currency in diplomacy missions? So in other words, if my one man faction is good at something in particular, a bigger...
    13. FunnyBunny14

      Damage based ammunition for ships.

      I guess you're right. And the missiles were probably going to get their turning speed nerfed anyway, so I guess this was kind of pointless. Damage capacity that recharges over time maybe? With bigger weapons having more capacity but on a decreasing curve until it can only fire one shot?
    14. FunnyBunny14

      Graphical effect for weapons combos

      Pretty much done already. As far as I can tell all the coding needed is there, it just has to have the models made. As for universe, that is done. Just the galaxy map needs to be improved still, and schema said that that would just take a few days.
    15. FunnyBunny14

      Damage based ammunition for ships.

      No, my suggestion just says that weapons can do a maximum amount of damage before it can't fire anymore. But you did in some way let me know that we also need something like the damage capacity for shield drain/power drain beams and stop/push/pull weapons. I wouldn't know where to start though...
    16. FunnyBunny14

      Damage based ammunition for ships.

      Could you please explain that a bit more? Since you brought up effects, if your weapon doesn't do any damage (so if you've got push/pull/stop), no charge will be lost. @ltmauve , can you please just ignore my examples for now? It is about the general idea, and not the numbers I used to explain...
    17. FunnyBunny14

      Damage based ammunition for ships.

      I'm not entirely certain what exactly large, small and medium sized ships are, since I don't play online. That's what you lot are supposed to be for, but apparently nobody feels like giving me any numbers so far. What I classify as huge would be any ship in the 500 lenght area. Big ships would...
    18. FunnyBunny14

      Damage based ammunition for ships.

      First things first, ships aren't supposed to be so big. Secondly, I did say the numbers were nust so I could demonstrate my idea. And as for the turrets, I was going to add a hard cap to the hard cap based on mass to not encourage massive turrets.
    19. FunnyBunny14

      Weapons Diversity

      Ah, I misread. Yes, you are right. Beams with anything other than cannons are useless. Except maybe with missiles. Close range with punch through or piercing would mean massive damage against blocks.