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    1. Madman198237

      Public min-maxing should stop somewhere at 80..95%

      Gate sizes do not make classes---unless gates become standardized. Not a terrible thing, really. It doesn't limit freedom at all. You just have to invest that much more effort (Spend that much more time learning the systems) to build a gate of your own for a bigger ship.....or you just make...
    2. Madman198237

      No shapes or groups for energy to get better returns.

      It doesn't, though---it gets more efficient when you lay it out properly. It works in any ship, provided you put some effort in. It doesn't encourage min-maxing over interior, because any ship worth having interior in will either be dedicated RP (Doesn't need much power) or large enough to fit...
    3. Madman198237

      Something that rhymes with "Harris Class Frigate"

      The hangar's he's got now are in fact perfect. They are the most logical hangars to have, capable of holding and receiving/launching anything they need to. This ship does not need or have space for multiple-level hangars, though it does look to small to service even a single squadron of...
    4. Madman198237

      Planned More Rail Dockers: Ship, Turret, and Ship Part.

      Not invincible, but protected by the ship itself. We don't even need extra rails for this---anything docked to any rail that does not contain any effects or anything could be protected as a decorative object....provided that it is beneath a certain mass threshold (Making the exploitation of this...
    5. Madman198237

      No shapes or groups for energy to get better returns.

      Why remove it? Right now, an efficient power layout is something that affects the success of your ship. It's not that hard to understand---straight, one-block lines are better, and the longer the line the more powerful. Advanced level: Every block should increase the block-dimension of the...
    6. Madman198237

      A small guide to power

      It's a two million cap, not 4 million, Batavium.
    7. Madman198237

      Public min-maxing should stop somewhere at 80..95%

      You do realize that there's no way to remove what you consider min-maxing, right? If you take away every bonus for putting effort into a vessel by properly designing power systems, for using effects, for layering armor, people will still find more effective methods of min-maxing their weapons...
    8. Madman198237

      Planned More Rail Dockers: Ship, Turret, and Ship Part.

      Yes, but also: No shields of their own, no effects, no nothing. Benefit is that the greebly parts can never be shot off, and share the main ship's shields completely.
    9. Madman198237

      Can't think of a design

      Go visit deviantart or perhaps reddit or even a Google search. Look up some obscure, no-longer-canon Star Wars vessel (There's a lot) and build something based on it. Find somebody's concept art page somewhere or something, and build one of those ships...but improve wherever you feel improvement...
    10. Madman198237

      Planned placing turrets from build mode from the blueprints

      Yeah. Turret-building sucks. It's just an unpleasant grind. Especially when you have over 40 PDTs and 8 other turrets on a vessel that's 250m long. Only thing that makes it easier is to have admin commands, and the ability to Tab-F8 into the next turret.
    11. Madman198237

      New Amsterdam

      The gibberish sign is indeed written out in perfect gibberish---I can't understand a word! A+ for you!
    12. Madman198237

      Planned Jump Interdiction (Station-only parts, prevent jumping INTO sectors)

      No, you should be able to see interdicted space....if you've scanned it. That way, you can tell what's interdicted after doing a bit of espionage....but blind jumps at a target are likely to hurt.
    13. Madman198237

      Pulse, Drones, & Point Blank

      Yes, though it won't actually ram. It will orbit at roughly damage pulse engagement distance.
    14. Madman198237

      Turret Tracking

      Is it tracking in a reasonable timeframe? As long as it's firing within a few seconds of acquiring target, then you're good and it's just AI being glitchy.
    15. Madman198237

      A concept to fundementally change warpgate functionality.

      It might be for a suggestion of its own, but it would be nice (If the OP agrees) if this were edited into the OP as a revision of the suggestion. If the OP disagrees, then it gets its own suggestion. I like the idea of integrating various forms of FTL, and think that this mechanism makes sense...
    16. Madman198237

      Turret Tracking

      Just a directional weirdness. I wouldn't be too bothered, as long as they still shoot within a reasonable time frame. Double-check your mass enhancers and rotational freedom, that's all I can suggest.
    17. Madman198237

      New Nav Filter: Ships docked to stations only

      Yeah. Seems like a simple enough option to implement. Hopefully it will be implemented soon.
    18. Madman198237

      Pulse, Drones, & Point Blank

      NO. NEVER! You complete amateurs! You don't need a pulse, a weaponless AI will ram by default. No pulse needed. In fact, they'll sometimes get even closer without a pulse weapon. All you need is a logic clock and push-pulse to ensure reliable impact. Just don't fire too many, or they will kill...
    19. Madman198237

      A concept to fundementally change warpgate functionality.

      Stations do need extreme buffs, but it can be difficult to find a non-claimed-system station...unless it has the warpgate line going out from it...which is just OP as can be.
    20. Madman198237

      Fix M>m before Crew

      Some rockets use 9 m distance. Others, like the RPG, use a g-force meter to arm the rocket after the primary rocket motor has ignited...which comes after the rocket itself is far enough away from the user to not kill/injure/maim them with back-blast from the rocket. And I'm sure some others are...