Add the turret & docked ai options (Reset/Activate/Deactivate/Undock) from the Rails part of the Structure menu, to the top of the Weapon menu for quick and easy access.
Alternatively, add a 'turrets' menu that shows the status of any docked entity with both a weapon computer and an AI module...
Beams would allow you to press a 'zoom' key which zooms you in like the sniper rifle.
Beam slave would also grant zoom-mode.
Beam/Beam would have twice as much zoom.
zoom zoom zoom
What say you we all agree on formats for cargo containers? Like the standardized docking port - we agree on a general shape and size for the containers, so that we can carry them between ships of different makers without worrying if they'll fit or not?
I know each would need:
Thrusters
Docker...
Also allows you to power-down the gate in case stuff you don't want going through it does.
I had one with a bunch of spinning power gens circling around the outer rim, looked neat
* Application form-
(Former SATURN members need only post their IGNs)
this is not a question
* IGN-
SpaceKing
* Why you want to join the server-
Ithirahad commands it
* Example of your work-
* Your favorite type of cake-
cake flavor
So, you'd be able to 'hail' NPC fleets and chat with them. You'd also have a few special options by asking them things:
Trade Guild fleets would come bearing news of trade routes and shops; They'd tell you where a random shop is and if they found a good deal (low or high prices) on something...
TO USE:
1. Dock to your ship or station
2. Activate the inner ship remote (this can also be used to restart in the event of logic failure)
3. Let the pod sit on the dock until it's charged (at least 10 minutes)
4. When you need to run away, get in pod and undock. The ship will almost...
Someone attacking you in astronaut mode and you don't have a laser or ship?
Quick! Stare at them angrily!
We could use some sort of default weapon for astronauts that's not an item - so it's not forgotten and you have something to try and defend yourself with.
TRUE signal = charge
FALSE signal = attempt to jump
Will keep charging if it has a TRUE, just like jump inhibs will stay on if they've got one, then just release and fly,
Also, have the drive be able to turn on/off adjacent logic modules when it's charged/not charged
Takes blocks, and has a chance to give a small, random, fraction of the capsules that are used to craft it back.
Useful to turn all the junk you find floating around into something you need.
Scanners should give more data about a ship - show mass, shield regen, some weapon data.
A ship with an active jammer could block the extra info (meaning a second scan would be needed)
Shop management is extremely tedious at the moment; so I suggest we add a 'Price scaling' feature:
Scale the buy or sell price of all items - rather than setting 200-odd prices individually.
Can select a category and scale just items in there, too.
So you could pick the 'hull' category and...
Scanner would now display things it finds on the starmap; anything it finds that has moved in the last few minutes will have a line drawn between the points - to make it easier to judge what direction it's going
Protect your stations with the sudden appearance of several of your ships.
You'd have to provide the blocks for the ships (maybe fill the block's inventory with completed blueprints ?) and perhaps a small credit fee.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.