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    1. Paullus

      No that's not a rude comment at all. I've just become extremely busy with school. i could just...

      No that's not a rude comment at all. I've just become extremely busy with school. i could just send it to you in a conversation. It's not posted because i never really finished it.
    2. Paullus

      Engine Porn

    3. Paullus

      Tips and tricks for NOOBS setting up a game?

      Hi MrGrey1! If i ever start a new map for survival, I sell everything except power, thrust, and salvage systems, then with all my remaining money, buy salvage systems. I haven't really added new factions yet, and I mostly only add pirates of my own creation. I set the build size to around 200 in...
    4. Paullus

      Physically based Jump?

      Hahahahaha I know i'm going to get some hate for this,... but... I was doing some physics reading today, and remembered this post. I looked back through it just now and realized how much work I actually put into this post, so I wanted to see if anyone else had thoughts on it.
    5. Paullus

      Suggestions for my WIP Carrier?

      You have a really interesting design here, and I love the overall silhouette. Some advice specific to your questions: -because it is a carrier, test out 2 heavy beam guns on the top and bottom, and fill the rest of the large turret slots with rapid fire cannons. then cover other small areas...
    6. Paullus

      small beams, 2nd/effect?

      I'm finding that even six lines of 8/8/8 beam/pulse/overdrive is having difficulty breaking through hull. I'll up it to 12, and if that doesnt work, just use cannons. thanks for the help everyone!
    7. Paullus

      Need help

      make the corner junction rail (and two or so on either side) faster and it should also fix the problem. sometimes aesthetic pistons can look really cool. or also giant "locking" beams that extend across the bay door. also if the door is absolutely huge, it can be nice to have a small door...
    8. Paullus

      small beams, 2nd/effect?

      I am building a small gunship and I included 6 damage beams to deal with small crafts/ground targets. each of the 6 beams has 8 modules. what secondary computer and effect should I use?
    9. Paullus

      Do my ships suck?

      Your ships don't suck at all, although one could say you've improved a lot. I would argue your tactical assault craft is your best work, especially the midsection and interior. The combination of grey tones, depth, and lighting is really good. The process I am currently trying out to get better...
    10. Paullus

      Where do I go next with my station?

      One extreme challenge when i'm bored is to create a shipyard for a specific ship, and then a factory layout that in a single pull can create all the resources for that ship. So say you want to mass produce a small fighter, you make a small shipyard that then feeds into a fighter storage hangar...
    11. Paullus

      Trivial but effective boosts to station survivability

      It definitely could. It could also be done by just keeping a fleet stationed in the sector, which I do, and it works, but if we could have fleets moved around, then one fleet could be as efficient as many at each station. The use of providing each station with a constant garrison is only...
    12. Paullus

      Trivial but effective boosts to station survivability

      It would also be nice if we could use logic or something so that a station could send out an SOS for a friendly or alliance fleet without a player having to send it there. Then a patrol designated fleet in the area could zip down to protect it.
    13. Paullus

      Squadron formations

      This is a good idea. then it would probably be easier to "break formation" at the end of an attack run to deal with enemy fighters etc. I do still think a good asset to this would be the ability to save and share formations.
    14. Paullus

      Squadron formations

      I agree that it should scale, but a 3D gui would still need to have some sort of coordinate system that it then scales based on bounding boxes. I think it would be nice to get the accuracy in the system through piloting each ship to their respective places. Then one could have blue-angel wingtip...
    15. Paullus

      Squadron formations

      I know many squadron suggestions have been posted, but I think this one warrants a separate thread. It would be really nice if in fleets/future squadrons, we could decide different flying formations. Then on the fleet command tab, we could have a scroll down (or some layout) of saved loadout...
    16. Paullus

      Strategy Treatment: Disposable Defense

      I would also argue that a diversified fleet is the best, as one side of the fleet can be designed to make up for the shortcomings of the other, and vice versa. Then you can be the someone clever. Can fleets use gates?
    17. Paullus

      A main hub spawn station, with services like insurance and banking

      Some of this already is in place: there are the undeathinators on the main trading station that you can use to respawn there, and there is a shop there, which you can buy starting materials for very few credits. The real problem is that if you are stuck out in space, there is no way to die and...
    18. Paullus

      Galaxy map. Star system only option.

      The ability to direct fleet movements from within the map would also be a cool bonus
    19. Paullus

      How the NPC update makes fuel (and money!) viable

      I had a well received suggestion for this. maybe we can integrate it with this one and get them recognized? Nuclear Power structures
    20. Paullus

      Physically based Jump?

      Energy costs now is already linear (its a little more complicated, it depends on if you have an ideal number of modules, but for huge ships it's all about linear). What this does is make that factor configurable, and doesn't add an initial energy cost. without the initial energy cost, I think it...