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    1. Madman198237

      Recognized by Council Increase Scanner Usability

      Valck, you just described modern electronic warfare precisely, which is exactly what I'm going for. You can be stealthy, or you can be obvious. Jamming is cheaper and more widely useful than stealth, but stealth is harder (If not impossible) to locate. Yeah, it's been discussed. A thread titled...
    2. Madman198237

      Recognized by Council Heatseekers and block heat.

      I think that this would work really well with my proposed scanner system, which relies on electromagnetic emissions for detection. Gauging the EM emissions from blocks would be a very useful multipurpose way to have missiles track targets. Heatseekers could follow the largest concentration of...
    3. Madman198237

      Remove/hide cores for decoration (i.e Doors, Retractables, etc).

      Very neat idea, very useful. Instead of anything without a weapons computer, it could be something that has no systems of any sort. If there's nothing to control, you don't need a control system (Assuming that the ship core is meant to reflect a vessel's central nervous system or something,
    4. Madman198237

      Recognized by Council Increase Scanner Usability

      Also, the presence of places where your scan range is reduced should be actively noted and obviously presented to the player. That way, if you're running passive scanners and find jamming, you know that either A. You've stumbled into something that someone thinks is important, or B. You're about...
    5. Madman198237

      Recognized by Council Inhibitors interrupt jumps.

      Hehehehe, Star Wars hyperspace. Love it. Yes, it would be cool if inhibitors interrupted jumps. However, not the current kind of jumps. My thoughts would be to make the JD an actual "jump" drive that maintains functionality. The best way to "jump" from point-to-point in real life would be to...
    6. Madman198237

      Recognized by Council Increase Scanner Usability

      Yep. Ideas like this have been floated around a lot. I prefer reworking the whole system to be more science and less fiction, which would (If properly implemented) allow for just about anything to be found/searched/scanned depending on your ability to field scanners. Please review the FSM for...
    7. Madman198237

      Why Hunt pirates?

      Yeah. Mostly because there's just nothing critical to knock out on an Isanth, unless you aim at the computers. With larger warships, cannon can be fairly effective. Not so on smaller warships, which will watch overpenetrations fly through everywhere. But you also have to worry about guided...
    8. Madman198237

      dark shipyard

      STOP IT!
    9. Madman198237

      Why Hunt pirates?

      One of my goals before joining an MP server (If I ever do) is to make a set of decent turrets to polish off all the darn pirates that keep spawning in waves of 20 Isanths....right on top of my exposed planet-side base. Darn you, missiles!
    10. Madman198237

      dark shipyard

      Stop it. Just stop it. You turn out more good, original ships and designs in a day than I've ever made. STOP IT!
    11. Madman198237

      Introducing The United Star Axis

      That looks better.
    12. Madman198237

      Introducing The United Star Axis

      What's this "optional fighter squadron" thing? It's not OPTIONAL! It's absolutely required for you to carry all the toys and other various lethal machines that you can get your hands on!
    13. Madman198237

      Read by Council Door Overhaul

      The forcefields thing is just in case someone makes like a multi-part door with a forcefield framed in the middle or something like that. Yeah, the idea is for the door blocks to move to the correct place, and no, it wouldn't be forced (Ideally).
    14. Madman198237

      Suggested Agriculture: a basic outline

      That's basically what I'm talking about. Food-producing plants (Or, more likely, high-density forms of algae/plankton) are grown in a hideously bioengineered way that results in a nutritious biomass that can be converted into something. It's more efficient like that, and efficiency is everything...
    15. Madman198237

      In Developement Collision Damage

      You definitely need to learn to mess with the config. I had the 2 m/s problem, but the real issue when activating collision damage is that the basic impulse required for damage to be caused is 2. My basic physics knowledge seems to tell me that 2 m/s collision in an losing all its energy in one...
    16. Madman198237

      Recognized by Council Factory Streamline Thread 763

      I have been summoned! I shall provide the requisite information! This thread: Brainstorm This - Factory Coordinator Computer [Slightly updated]
    17. Madman198237

      Read by Council Door Overhaul

      Interesting idea. Perhaps instead allow for a new type of block, that works with all doors and even forcefields, and defines the locations in which a door can be "stored". In other words, it is a placeholder that takes the texture of an attached door when the door is "closed". Perhaps you can...
    18. Madman198237

      Recognized by Council Factory Streamline Thread 763

      #2 was suggested a while back in large discussion, so must of this is just repeats. I like the idea of reducing micromanagement, but perhaps a time penalty so that factory management still requires you to stock up and more advanced materials before producing ships. What I mean by that is that...
    19. Madman198237

      Introducing The United Star Axis

      Now, if only you could feed them on and off of turret hardpoints, right?
    20. Madman198237

      Suggested Agriculture: a basic outline

      Perhaps allow instead for the creation of generic food items from planets, to reduce the number of materials we actually have to deal with. Let's face it, by this point, everybody in space is presumably living off of some sort of bioengineered generic food growth that can be modified (After...