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    1. EricBlank

      The ultimate drone R&D thread

      Default range of beams has been increased to 1500m it seems. Are the turrets not using the correct max range or something? I tried the skoomdrones again last night in a combat exercise. Spawned one small, weak pirate and deployed two skoomdrones from the Peregrine frigate. I ran into a problem...
    2. EricBlank

      The ultimate drone R&D thread

      So I've finally gotten around to further drone development, and am currently working on the skoomdrones. The disable and push pulse part works largely flawlessly, but the area trigger activator is getting me in a knot. I made my first drone, and as I was literally about to catalog it I...
    3. EricBlank

      Particulars of the upcoming docking system

      That would be truly awesome. It seems a short stretch of the imagination to then permit turrets that can only swivel on one axis, not sure why you'd want that but oh well...
    4. EricBlank

      The ultimate drone R&D thread

      Thanks! My intention with this frigate was to keep it as light as possible, so it can at least outmanoeuvre other frigates, use it only to quickly locate and assess threats, So I can quickly get an eye on the intruder, pin them down if possible, and determine how to proceed from there. The...
    5. EricBlank

      The ultimate drone R&D thread

      Do normal drones function well with a push effect installed? Or will they just slam into a target and get stuck? My current plan in "drone" tech is a frigate-size craft (~1800 mass, 49m longest axis) that deploys a wing of fighters. Its a manned ship for rapid response to infiltration. It can...
    6. EricBlank

      AI Following ships.

      I think that would actually be feasible for controlling ships running on a bobby ai module. Reprogram bobby modules to take a "parent" input which the bobby treats as a target that it needs to keep within a certain range of (and a variable to change that range.) The bobby can then receive orders...
    7. EricBlank

      The ultimate drone R&D thread

      I had an interesting thought for anti-drone/anti-missile drones: use a fighter sized craft with multiple turrets docked. Equip the turrets and base craft with combinations of rapid AMC, shotgun AMC, and beams. Deploy them in squadrons of 8 or so. It will give a reasonable number of maneuverable...
    8. EricBlank

      The ultimate drone R&D thread

      Actually, testing the other day revealed that getting shot up didn't affect the jump drive charge at all, so long as none of the drive's blocks are damaged or destroyed. Loss of shields, docked entities, and other components didn't remove the charge, and I could still jump away from the fight...
    9. EricBlank

      Potentially Impenetrable Shielding

      You could use both: internal reinforcement plates and power supply cores and external scales. Internal core plates might give you a last chance to escape the ship in combat. I know they won't provide a huge overall bonus to shield strength, but losing plates on one section won't threaten the...
    10. EricBlank

      Thrust Mechanics Explained

      I also think gates should remain static. The gates, as far as I've come to understand, allow ships which lack onboard FTL drives a FTL transit system in known space between two points, kind of like a railway network. If one or both ends are aboard a jump-capable or otherwise mobile ship that...
    11. EricBlank

      Thrust Mechanics Explained

      I like this concept. A small jump drive (that meets a low minimum system mass/vessel mass ratio like 2% or something) being sufficient to travel a few sectors while an oversized jump drive (along with the necessary capacitor) allows for very long distance travel. And variable jump time depending...
    12. EricBlank

      Who else doesn't like the new planets?

      I really like the design, actually. They're extremely processor-intensive, though, so I'd like to see better optimization for them, and orientation to the side of the planet you're on, like you said. We also sorely need better ground transportation options.
    13. EricBlank

      Push Effect + Clock = Cruse Control!

      That's not a problem if you're manning the ship, though. Then you'd be able to stop, rotate, and start up again in the direction of your target. Also, I see a use for this in deploying large numbers of automated ships into the battlefield. Prepare your fleet, activate cruise control to push...
    14. EricBlank

      Efficiency ratings are completely out of whack!

      Some of these definitely need to be clamped, but I'm not sure overdrive needs to cost you an arm and a leg and your firstborn son to turn on. It doesn't improve your acceleration after all, just your max speed limit, so weapons with a stop effect won't have any more trouble than usual if you're...
    15. EricBlank

      Default thruster mechanic (poll)

      That's an excellent way to look at it, major. The entire game balance is up for grabs at this point. Box dimensions certainly work best for smaller vessels, though.
    16. EricBlank

      What Creatures/Aliens and other life forms would you like to see?

      Perhaps through trading fauna to shops, shops could then "domesticate" or otherwise find a use for the creatures, and sell them back to you. Such as a creature that can be bred and then harvested for blue paint or a valuable trade commodity. space-bug juice. I wouldn't mind having very little...
    17. EricBlank

      New shield values?

      That's the problem I've been having. It seems that if your weapons systems don't have a significantly higher DPS than your opponents regeneration rate, their shields will not be damaged. If its roughly equal (140 DPS vs 143 regen) then the shields could drop after several minutes of sustained...