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    1. jayman38

      Debris Entity

      Beats me. It's just what I remember them being concerned about. EricBlank's solution sounds good. (Remove old debris entities when new ones exceed the max count.) Debris counts could be server-configurable. But some broken ships would be more of a load than smaller broken ships. Maybe it...
    2. jayman38

      Debris Entity

      I think the dev team kind of liked the idea of debris left over from killed ships. However, I think they were hesitant to do it due to the clutter. It would be easy for a griefer to go out into the void and load up the server with tons of dead ships. What are some solutions to clutter? 1. AI...
    3. jayman38

      Astronaut assault weapons

      To build up more populated battles, I think squads of NPCs should be available for hire, somehow. These squads would basically be a small "fleet" of NPC astronauts that follow an order, and would serve as fire teams, able to perform direct assaults, flanking actions, sabotage, block-breaking...
    4. jayman38

      Since when did stars shoot missiles?

      Yeah, it might help the game to destroy entire chunks (formerly 16^3, soon to be 32^3 sets of blocks) that face the nearby star, instead of a bunch of separate, individual blocks, when too close to the sun. This would serve to relieve workload on the computer, and keep damage isolated to...
    5. jayman38

      Pirate Station Woes

      This is how the game works. The pirate station is constantly calling in backup, which means it is continually spawning waves of pirate fighters. Make and mount heavy turrets to engage enemy fighters. (Don't forget to use mass enhancer blocks to keep your turrets moving smoothly as they grow in...
    6. jayman38

      System Inheritance

      I've always wanted "universal" inheritance. I don't think we need to limit the dockers (that will limit creativity). We can let server admins handle absurd inheritance (ultimate/hulk) ships.
    7. jayman38

      Suggested Double+ symmetry

      The computer will only mirror once for each level and because it all starts with a "mother" symmetry plane, there will only ever be an odd number of planes overall. (Unless Schine were to implement some sort of recursive mirroring algorithm, which they would have NO REASON at all to do, for...
    8. jayman38

      Suggested Double+ symmetry

      Um, no, he's talking about this, which should be perfectly within the realm of possibility. (Solid red line represents the mother symmetry plane. The dashed red lines represent the child symmetry planes.) With this layout, you would only build one half of one engine, and both sides of both...
    9. jayman38

      Thanks for...

      The Player Council probably does a great job for Schine as an intermediate filter. And the list of frequently-requested ideas list probably helps a lot as well. Every time someone makes a common request and are reminded in the forum about where it falls on the list, that alone probably saves us...
    10. jayman38

      What blocks do you use as decorations?

      Long weapon block runs look like hot-plasma conduits. (* Plasma glow, audible sizzle, and roasting heat sold separately.) The even-plating sides (normally the top and bottom faces) of the thrusters make good vents/embedded ladders/anything else that looks like regularly-spaced plates...
    11. jayman38

      Directional Shields (does NOT replace current shields)

      I want to like this suggestion, but I think it will frustrate new players too much. Example scenario: A new player makes a big ship with lots of forward shields. Thinking he is invincible and overestimating his turning ability, he gets into a fight with a player who has a smaller ship. The...
    12. jayman38

      Classify this ship!

      There really isn't enough information in the OP to properly classify the ship. We don't even have the thrust/mass ratio or a rough block count of even one of the weapon systems. We don't know if there is a scanner, or if there is even a jump drive. It's just a fun little dart game. (Throw a dart...
    13. jayman38

      Building Computers

      Samsung appears to be the SSD brand to beat (for years on end, including 2016), and OCZ and SanDisk are maintaining good quality. Intel appears to be a solid choice. I do not have a SSD yet myself, but if I were to get one today, I'd go for a Samsung. Samsung's quality appears to be consistent...
    14. jayman38

      Astronauts go unconscious before death

      I like Lecic's idea to have an option to vaporize an astronaut. Remember that with the current way Java handles numbers, it can go from negative 2.1B to positive 2.1B. In Quake 1 and Quake 2, the player dropped when their health reached zero. However, if it reached a certain Negative number (I...
    15. jayman38

      Do pulse weapons have any potential to work as point defense?

      Right. Could be block count of the source system. Could be based on damage potential. I generally think people like the idea of missile HP greater than one, at least on larger missile systems. Then it should be reasonable to let any weapon system hit a missile.
    16. jayman38

      Do pulse weapons have any potential to work as point defense?

      I would like other weapons to hit, but maybe only hit for one damage, regardless of the actual weapon system size. That should only happen if missiles get an HP count higher than 1. (I had an idea once upon a time about giving missiles variable HP counts that never goes lower than 2, depending...
    17. jayman38

      What is the worst thing Schine could add to the game?

      Well.... You remember those Japanese schoolgirls I mentioned previously in this thread? Um... Yeah....
    18. jayman38

      Generate top-down 2d image for ship HUD damage indicator

      I agree, with the exception that I think the overall color of the image should be affected by overall damage. Location damage shouldn't alter image part color, because if a ship is built vertically, with lots of floors, you won't be able to tell how far up or down the damage is on the ship...
    19. jayman38

      Read by Schine For the Upcoming Sound Improvements...

      For sounds, unless they are designed to be continuous, they should probably have some sort of minimum "cooldown", so that sonic overload doesn't drive the player mad. (Example: if the cannon is firing 10 rounds a second, maybe only play the firing sound once a second or two) If we get engine...
    20. jayman38

      Jump distance based on max speed.

      It's interesting, but I think it goes against expectations. You expect a large vessel to be capable of long-distance jumps, even with slow thrust. Distance as an additional function of system efficiency would be a different matter. I think distance based on FTL system efficiency would be the...