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    1. Edymnion

      Improving Interior and Exterior Aesthetics

      Slabs will work wonders when it comes to breaking things up. Here's the interior of a cathedral/church room I'm building for a station. Slabs EVERYWHERE! Another option, cut into the walls/floors to create recessed lit areas, then cover them with metal grill blocks to make it look like...
    2. Edymnion

      Why exactly is power broken?

      Throwing in my 2 cents (without reading all 4 pages, I know, I'm horrible): Is power "broken"? No, it functions. The problem is, it isn't fun, it isn't intuitive, and it doesn't do anything when it comes to ship design. It doesn't really even make sense in a logical fashion. I mean, you...
    3. Edymnion

      Welcome the Change

      So? Who cares? This is alpha. The name of the game right now is not number of players. Its just having enough people to test things with. If people don't like it enough to actually stop playing, the door is right over there. Leave. You (and me, and everyone else here right now) aren't...
    4. Edymnion

      not feeling like building atm.

      Everything you build will become obsolete later. I don't understand how knowing specifically which part of it is going to become obsolete first changes anything.
    5. Edymnion

      Welcome the Change

      Well considering that this is exactly what they said it was, a "Hey, we're thinking about doing this, and it might look something like this". And this is different from the donut ships we had there for a while... how? The hyper-competitive people had no problem doing a complete 180 in their...
    6. Edymnion

      not feeling like building atm.

      Lets not grandstand here. Ships still function. Your ships work just as well now as they did last week. The only thing that has changed is the announcement that they're thinking about an overhaul in the indeterminate future. If you really are going to stop playing because things might change...
    7. Edymnion

      Welcome the Change

      Yes, the game has been in development for 5 years (due to the EXTREMELY small dev team, most of the time consisting of 1 person). Some things become stale and outdated in that timeframe, and its better to acknowledge that what you had no longer cuts it and fix the problem than double down on...
    8. Edymnion

      Welcome the Change

      Okay guys, I know things are changing, and change is scary, but we really should embrace it. Sure, having more discrete reactors is going to mean a change in the way ships are built. They're now going to have a centralized area that can be targeted and destroyed, and its probably going to be a...
    9. Edymnion

      not feeling like building atm.

      So far what I'm seeing is "This is going to kill creativity by making unrealistic ships unrealistic!" Well, yeah. You're building a working piece of machinery, not a flying art project. Is this going to single handedly kill PvP? Of course not, thats just silly. As long as two players can...
    10. Edymnion

      Power System Overhaul Proposal

      Well, problem there is if they add the crew first, then thats crew AI that has to be written with the old system in place, then changed when a new system comes in. Ideally you want the mechanics for things the AI can do to be in place before you start writing the AI, not the other way around...
    11. Edymnion

      Power Reactors + Heat + Weapons = End of Gigantism?

      It is more realistic, but realistically speaking there are also upper limits on realistic weapon size. Back in WWII the machine guns required constant cooling to keep from overheating while firing. The british used to make their tea on the guns they got so hot. Well, in all fairness, that is...
    12. Edymnion

      not feeling like building atm.

      Oh no, its not just you. I've felt that way since the crew update was announced. No clue what they are going to require, or what they're going to be able to do, so I can't really make a future proof ship right now. So, I try to build the hulls first, save that off as a separate blueprint, and...
    13. Edymnion

      Ships emissions

      I like the idea, and it was brought up in the main thread. Reactors would give new weak points to target, which would imply the ability to lock onto structures generating heat.
    14. Edymnion

      Power System Overhaul Proposal

      And before we can really do the crafting system we need everything else in place to know what really needs focusing on. Not a lot of point in revamping crafting right now when we don't even really know how many of the blocks are going to work (would have been a waste of time to fix crafting to...
    15. Edymnion

      Time for a real demo?

      Count me against a limited demo at this time. Requiring payment to play the "real" game implies a level of finish and polish we do not currently have. Right now, the game is buggy and constantly changing. This is acceptable because it is an alpha, and many people don't have anything beyond...
    16. Edymnion

      not feeling like building atm.

      Welp, you can always just focus on building interesting shells. Sure, you don't know what systems are going to look like to put in them, so focus on recreation shells where the look is what matters anyway. Make a full scale Enterprise D, or a double scale X-Wing, or whatever else. Work on...
    17. Edymnion

      Power System Overhaul Proposal

      Well for one I would hope it would help quell the docked reactors even more than we do now. That alone will be a big improvement for the servers.
    18. Edymnion

      Power System Overhaul Proposal

      Yeah, giving it some time to think over, and I'm thinking the chambers thing may be too much. A reactor core, coolant tanks, and coolant pipes sounds more intuitive and easier to manage to me. Way I'm seeing it: Power Reactor Similar to capacitors we have now in that they represent a maximum...
    19. Edymnion

      Verification of new power proposed system

      You're right, I read it wrong.
    20. Edymnion

      Power System Overhaul Proposal

      Something else I'd like to see, fixed coolant transfer rates per block. Combine that with weapons throwing off a lot of heat when used would mean the bigger your weapon array, the exponentially larger the amount of coolant pipes you need to safely channel that heat away from them. Which means...