Well, starlaunch works over multiple installs of the game. The file structure would need to be changed so we could share things like keyboard and graphics settings over the mulitple saves.
That said, these features sound good.
Honestly, I don't think having a 20m-beam would be good if all you have is a single shot. Instead, one giant "beam" should be drawn around all nearby beams. Same thing with bullets, perhaps?
Nice job. I haven't played FTL myself but this looks very impressive. Nice job on doing every single bit of detail.
P.S. since while in astronaut mode it is possible to remotely activate a ship's AI by selecting it and bringing up the AI menu, you might want to add the drone-undock buttons.
While in a structure you have "borrowed" blocks from, there would be a yellow number at the bottom of the inventory slot indicating how many blocks you have borrowed. The total number of blocks would still be displayed at the top.
While in a structure while having borrowed blocks from another...
One of the cons of spiltting the turret into two pieces is that then you have to split the shields, and you reduce the size for weapons, and small turrets are already at a disadvantage and this would make them even harder.
Well, given that we only have 24 bits to work with, 1 bit really is a lot. Especially given how they are all already occupied, so that bit has to come at the expense of something. Also, what do you think of my addition to your idea? It should eliminate the need to constantly hop in and out of a...
Let's not use up a bit trying to keep track of whether a block was user placed or not. The blocks have little enough data as is.
Anyway, my main concern with the bv idea is running out halfway through removing something. Inventory slots seem to be able to hold more information than just ID and...
If you were firing a weapons computer from the core and it was firing a bunch of other weapons, those weapons would be unfocused and unaimed. Not that different from doing it directly from logic.
One of the reasons I would actually like having the hulls compressed into one ID per type is for salvaging. With only one hull color and no glass, it takes up five inventory slots. Many ships have three or four colors, if you count glass. That's half of your inventory taken right there. And if...
I'm going to disagree with the "build value" idea simply because it means if you are trying to make an underground hanger on a planet, you can't do that. If you want to replace a bunch of rock with shields, can't do that. If you want to take the parts of a station away so you make them better...
Eh, unless you could get it to store its own power and then only shoot when the power dropped below 1 second of recharge it wouldn't be worth it. Besides the power tanks on the main ship will almost definitely be more efficient than the ones on the reactor. You just need enough have the power be...
There is the "claim time," basically the "cool-down" that k10wn was talking about, but it's you have to claim it for your faction, and that might incur additional costs (faction points) or be infeasible (because the station/planet is in another faction's sector)
Also, due to a glitch with how...
Erm, first, I don't think you would need to use x.length since the variables probably are based on the distances to the core.
Second, does this calculation need to be run again for each block being placed? Because I know a better algorithm for that.
Personally, I'd like the ability to make a beam weapon larger than the output by a fair amount. If you've ever seen Gundam Virtue (from 00) fire its bazooka, which has a barrel of about 3m^2, the beam expands after leaving the barrel to something about as big across as the Gundam (which is ~20m...
Okay, but do you know how to either a) efficiently translate the ship around the COM so the COM can be tracked instead of the core outside or b) efficiently translate and rotate the ship around the COM when rotating?
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