Search results

    1. Madman198237

      Fleet Movement Anomalies

      Oh no, I'm just considering the possibilities... spawn an armored station in the CENTER OF A STAR, have an invincible homebase somewhere else, leave the star's sector unloaded...
    2. Madman198237

      Fleet Movement Anomalies

      Hmmm...solar damage must depend on a loaded sector...interesting.
    3. Madman198237

      Starmade MANIAC LOGIC

      So how's the logical knightmare of chess coming? See what I did there? Wishing you could forget what I did there yet?
    4. Madman198237

      Planned Infrastructure facilities and system bonuses

      Hmmmm.....prison planets for captured NPCs? They'd give you a bargaining chip, and also makes enemies more likely to surrender and less likely to attempt to kill you rather than surrender. Mostly because if you don't imprison them, you'd have to kill them, and then everyone else would fight...
    5. Madman198237

      Fleet Movement Anomalies

      They'll follow the flagship if you pilot it, right? Seems like it'd be most useful to use them as a sort of squadron, with a player at the lead. This'll help avoiding things like toasted ships and immobilized hunks of useless metal. Also, if you have collision damage....and drop a supercarrier...
    6. Madman198237

      Read by Council Target friendly on Bobby AI/ NPC, pitfalls to avoid

      HEY YOU! Quit making zombies out of these mummified threads! Bad enough that there's tons of lame horror movies already around with moving mummies, now you're gonna bring this back to life as well? Quick, somebody get me a flamethrower!
    7. Madman198237

      Recognized Changes to Warheads

      Explosions should set off unarmed warheads. Therefore, use logic to arm and detonate one warhead, and then everything else follows it into an explosion. Also, my idea for the logic system is to use one logic block: One pulse to arm, a second pulse to detonate.
    8. Madman198237

      PvP Anti-Player Research

      Yep....inefficiency...
    9. Madman198237

      Planned Infrastructure facilities and system bonuses

      Yeah, you're right about the creativity. Perhaps have these NPC buildings give bonuses beyond the level that players can achieve, or just have them give better bonuses regardless. Also, every faction will MOST LIKELY spawn every type of infrastructure thing, but each faction will have an area...
    10. Madman198237

      PvP Anti-Player Research

      Interesting note: Tested a docked reactor w/ logic JD setup. Shot the ship it was docked with to pieces, but the problem is that the JD had sustained damage (Read: The docked reactors used in the test were halfway to oblivion before we noticed that they hadn't left) before the reactor was undocked.
    11. Madman198237

      Planned Infrastructure facilities and system bonuses

      I don't know how far infrastructure's going to go, but some sort of research requirement would be interesting... There's a fundamental problem with all of this, however: We can't really force the player to make a building look like a refinery or whatever. Most of the time these infrastructure...
    12. Madman198237

      Recognized Flak weapons

      Hence the mention of "excellent addition with IMPROVED warheads".
    13. Madman198237

      Recognized Changes to Warheads

      Yes, but a shock such as an explosion would still set off C4. It's a relatively stable explosive, needing specific factors to set it off, but it'll still explode when hit with a blast.
    14. Madman198237

      Planned Asteroid belt immersion

      He must be Superman's alter ego's alter ego. That or Dave hasn't read Breathing for Dummies yet.
    15. Madman198237

      Planned Infrastructure facilities and system bonuses

      Neat idea. Maybe only allow salvage turrets at mining bases? Not sure how to make there be a point to a mining base other than "Exist and make resources"
    16. Madman198237

      Planned Infrastructure facilities and system bonuses

      Those sound like things that could be based not on structure, but instead based on a faction block interaction. As in, you choose this planet plate to be a jail, this one to be a training center, another one to mine on, etc. Later (When plates are gone or changed) perhaps you can use the faction...
    17. Madman198237

      Planned Asteroid belt immersion

      Actually, if the shrapnel doesn't get them, the blast wave probably won't, because the atmosphere is thinning out so fast that there's nothing to transmit the blast. However, I mentioned that as soon as the air's gone everyone within starts suffering from decompression issues. Including, but not...
    18. Madman198237

      Planned Infrastructure facilities and system bonuses

      Yeah, something like that. Because really, you can't mine vacuum (Mostly) and asteroids are what drone miners are for, so why have any way to place this on anything other than a planet? This prevents the ridiculous thought of fleet-mining a planet, because planet-mining's already laggy enough...
    19. Madman198237

      Recognized Changes to Warheads

      I like the idea behind this. I think that warheads should have the "Disarmed" status, but can be moved into an "Armed", contact-fuse mode by touch or logic, and detonated by activating them by hand when armed or triggering another logic pulse. These warheads will be stable when disarmed, but...
    20. Madman198237

      Planned Infrastructure facilities and system bonuses

      Very nice idea to give meaning to increased returns. Perhaps even just passive structures that generate materials of various types, cost FP to run or something, and are only useful for a single resource per structure. Something like that.