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    1. kookster

      Recognized Shared Power Setting

      I feel that idea is a good idea, but a bit too complicated. Some ships have 100's of turrets, such a design would not be good for them. I was think more along the lines of like a bobby ai, you can enter its settings and manually set stuff on the block.
    2. kookster

      Recognized Shared Power Setting

      I would like a setting to allow/deny specific docked entities the ability to use the main ship/station's power source. Reasons being: It would prevent people who want to be malicious/trolls to public stations, creating ships that will drain the stations power. It would allow for some possible...
    3. kookster

      Read by Council Power Control

      It would be cool if you could give systems a boost by redirecting power from other systems to the ones that are most needed at the moment. Yeah I could really dig this.
    4. kookster

      Recognized Change Salvaging Mechanics

      Going off that idea. What if when you salvage damaged blocks or whatever from stations they are literally damaged and you have to run them through a repair refinery. The refinery takes power time and maybe scrap to fix blocks. This way it would still require effort addressing what Criss said:
    5. kookster

      Read by Council Hull Regeneration Module

      That is assuming you have a shipyard or even a station. I'm nomadic I don't do stations.
    6. kookster

      Read by Council Hull Regeneration Module

      No. It's very useful. Outside of combat. More of after combat cleanup.
    7. kookster

      Read by Council Hull Regeneration Module

      I thought the point was for it not to be used in combat?
    8. kookster

      Read by Council Hull Regeneration Module

      Not a bad idea, but I wouldnt make it so you cant repair while moving. I would make it so if you take damage it actually multiplies the damage taken, to shields as well. So using this while in combat would be a bad idea.
    9. kookster

      Entity "On Enter"/"On Exit" zone logic blocks

      Perhaps 2 separate blocks. One that triggers only on enter with a pulse like a button so it can work for more then one user, and then one that triggers for exit in the same manner?
    10. kookster

      New-(More useful)- pulse weapon.

      Nukes are long range, slow, seeking, and stop-able. This is short range, slow, non-seeking, and unstop-able. They are very different and wouldn't obsolete nukes at all.
    11. kookster

      Brainstorm This Adding some excitement to combat - Small Ships - DOT Weapons - Hacking and more!

      hmmm I see your point, you don't want to make turrets more powerful. I would still love damage beam to be that, just wondering if there is a way to balance both.
    12. kookster

      Recognized Sharable Star Charts

      I would keep it even simpler than that. Every time you explore it expands your map populates more etc. If you get a map from someone have a menu option for importing that map. If you want to give someone a map have some sort of ui for selecting systems / galaxies and then that creates a item in...
    13. kookster

      Recognized Sharable Star Charts

      Yeah I see your point. I am just afraid of it getting lost in complexity I guess.
    14. kookster

      A Few Ideas Related to the Universe

      Ive noticed the giant ones, just never 2 in one system. Looks like I will be doing some exploring tonight.
    15. kookster

      A Few Ideas Related to the Universe

      O.O i need to find one of these....
    16. kookster

      Warp drive adjustment like Engines

      No mention of a slider. Thus not the literal same thing. Either way I like your idea.
    17. kookster

      Warp drive adjustment like Engines

      Just suggesting the slider like thrusters.
    18. kookster

      New-(More useful)- pulse weapon.

      This is what pulse should of been. Maybe with a few balance tweaks.
    19. kookster

      Recognized Sharable Star Charts

      +1, though I might suggest making it simple first.