The turret axis/rail basic switch doesn't work because of the cargo auto-pull function. You will are currently limited to automatic transfers between just 2 entities. There doesn't seem to be a way move cargo between a chain of 3 or more entities. Since you now have a 3 stage salavger...
Then you shall have it...
One option is to have a basic weapon turret (I'm using a 1-block cannon with stop effect.) and set the AI to target "selected". Dock your salvager array to the front of the turret barrel so that it blocks the cannon. That way, you won't accidentally a war...
Agreed.
Regardless of how it's worded/interpreted, I think this is the key issue we all want to work around. Schema even mentioned in the power proposal, that he wanted to allow ships to have aesthetics/interior AND be effective at combat. If that happened, there would be no "dedicated"...
Axis military command has approved funding for an experimental spacecraft at a top secret research facility.
This craft; dubbed "Project Guardian", is a joint venture between all five Axis satellite corporations.
A slight deviation from standard design specs; the prototype's initial tests...
Here's a prototype WIP I'm working on. While it's still my signature quad nacelle design, I figured I'd try a slightly different approach for the exhaust/after burners.
It really didn't change the mass much at all. My fighters used standard and/or adv. armor on that ship.
Think about it; what do you think weighs more?
This?
or this?
Not quite.
While the challenger did has less regen, its performance improved immensely when I took out the fighters and med-bay and filled it up with shields and weapons.
For my proposal, the system still has the soft cap in effect. Multiple reactors would act in the same way the current system does. The key is to make the system smaller with increased generation/block so that you can actually have an interior.
To set it up, all you would have to do is...
1)...
The result I see most; both in my builds and those of others is a lack of TRUE PVP staying power. Eg; not enough firepower to break an opponent's shields, sluggish handling from the added armor weight, weak shield regen, etc. Theres also the amor HP/explosion mechanic issue, which has nerfed...
Hey man, I'm not trying to chase you off. There are a specific set of problems we're trying to discuss. You are always welcome to join in. All I'm asking is that we try to keep it on topic.
I think I understand the methods people are using to get more power/fire power out of their ships...
To be honest; I think this belongs in separate thread. It doesn't address any of the problems with the current power system. You're also inviting new problems as well.
1) We don't need the reactors to spin. It does nothing to fix power and it's a lag bomb just waiting to happen; just like...
Actually no. It uses the same blocks and block IDs so that nothing new needs to be added. It also makes use of the existing power system layouts. So instead of using something like this to squeeze 2m power out of a small-ish ship.
You would place your reactor core...
and use the...
In the end, what we really need is a system where the ship doesn't have to be 50% power reactors and capacitors, to be effective. We also need to change the way shields work. Actual 'shield generators' that function like the "reactor core" system rather than the block spam that they are now...
The concern is Schema himself said (twice) that the change WILL break virtually every ship ever made. Can you not see why that would make people jittery?
I can't speak for the others but my original purpose for warheads was to create more exotic tactical weapons systems like bombs, mines, siege cannons, torpedoes and cruise missiles. I like the ability to hop in a fighter, bomber or destroyer and engage in precision strikes against ships and...
How do you guys feel about buffing the warheads in this manner?
- 100-500k damage for a single block
- 15-25m radius
- Stackable so that multiple blocks in a group create a larger explosion.
- Damage from additional blocks gets a scalable 10% penalty (explained below).
- No shield bypass.
-...
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