What scale are these? 1/8?
What are you using to import the models? There are some curved contours (between one level of blocks and the next) that would be more accurate if they were straight...
EDIT: oh, the Victory class is 500m, so I guess the scale isn't 1/8. Is that 1/2? (I'm not...
Can anyone think of a good way (something practical, that will work/can be used in the middle of a battle) to have a "spare" reactor for a system?
For example say my ship's shields, "S", need 1 million e/s, and my ship has two reactor entities available to power the shields: "A" and "B", each...
if you're importing via SMEdit, you know SMEdit already has this function, right? it will do your wedging for you.
I use TBterra s tool for importing though, so I'd love to see your suggested automatic wedging in game....
If you have a look at the file format you can see that it would be easy to write an app to alter the core location/rotation in blueprints.
Doing it in-game in real time would presumably be harder, but still quite simple.
Another possible way of setting this up would be to just leave a single sentinel ship to watch each station that would attack any incoming enemy and almost certainly be attacked in return, and put the shield sensor on that ship.
So the sentinel calls the fleet to it, rather than the station...
There's a full set of scale TIEs already done by someone with a starwars Shipyard thread.
There's a half scale star destroyer here that looks pretty nice, but sounds like it will be too big for you (it's 400k already, while mostly empty and without weapons fitted)
I can't offer an expert opinion on this, but it seems to my layman eye that this would remove all location based economic activity and location based market pressures, which I think would be a terrible shame.
I suppose it's reasonable to assume it can be done, as it's been done before, but I...
Can you make a "jump sled" that has docks for a whole fleet and jumps them to their destination? Or would it have to take the mass of the entire fleet into account for jump modules?
Another thought: if they're ramming the station to use warheads, could you build a (very) thick layer of forcefields around the station that activate on station damage, and so trap the attacking ship where it is, right up against the station, unable to move?
Insect in amber type situation.
Ideally they'd be spherical, and have them all rotate at different speeds and/or directions. Not really any need to make any rotate on two axes at once (well, except perhaps the outside one).
All non-homebase stations are currently vulnerable to "cloaker pokers" (as I've just seen them called): cloaked ships carrying warhead torpedos.
They both ignore shields and never uncloak, meaning they can act with impunity.
Cloak cooldowns are currently activated when weapons fire, to give...
What changes can they make to fix this without nerfing cloak or warheads? Activate cloak cooldown whenever something undocks from a cloaked entity?
A workaround would be to surround the station with multiple rotating hulls, that would make concentrating warhead torpedos in a location to drill...
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