Search results

    1. Madman198237

      Read by Council Home Base Diminishing Returns + Separate Sector Claiming Base

      Neat idea, good potential. Allows for a small fallback base for a faction under siege, but doesn't allow complete homebase invulnerability when the Titan's docked there. That said, a homebase is still gonna be hard to crack even with only 35% damage resistance, because you're going to need...
    2. Madman198237

      The ultimate drone R&D thread

      Your GIF not only doesn't show multiple carriers landing and collecting drones, but it also nearly crashed my browser.
    3. Madman198237

      Recognized Physical Effects to Weapons

      Oh, right, shields.....New idea: 50% of impact damage from cannons and missiles that is used up on the shields (I.E., hit shields with cannon round, cannon round doesn't go through) is transferred into motion on the target, sending it away from point of impact. PHYSICS: The purposes of our...
    4. Madman198237

      Read by Council Energy Particle System

      Why an energy-sharing ability at all? Like I said, it's useless unless you plan to be foolish and build drones or ships dependent on that extra energy. As far as I know, very few builders here are foolish enough to tie valuable military units to a power source that can be destroyed, giving the...
    5. Madman198237

      Work arounds for Large pirate spawn problems. -AMBUSH FLEETS

      Exactly as Megacrafter said. This is a programming/spawning mechanism suggestion, not something that we'll be doing ourselves. It's just the simplest method of fixing potential clipping issues that I've seen. The game could define a larger box as well, and then spawn (Randomly) ships inside the...
    6. Madman198237

      Work arounds for Large pirate spawn problems. -AMBUSH FLEETS

      To solve clipping, spawn a rectangular prism based on the max X, Y, and Z dimensions of each vessel, and spawn the next vessel so that it's box is OUTSIDE the first box. Done, problem solved, no complexities necessary.
    7. Madman198237

      The ultimate drone R&D thread

      Hopefully, yes. Hopefully soon, too.
    8. Madman198237

      Suggested Market System/Automated Shops

      OK, but then you need to define your own status for "Running low" and "Running high" in inventories....or you could just set 1 value as your midline and have default percentage-based increments for "Low" and "Really low" and so on.
    9. Madman198237

      Suggested Market System/Automated Shops

      That'd be an interesting algorithm to write, I'd think. You'd have to set a threshold for running low, one for running high....Many, many variables. All of which must be adjustable by the market owner.
    10. Madman198237

      Suggested Market System/Automated Shops

      Perhaps in order to implement bartering instead of paying, you could (As the shop owner) assign a value to everything you're willing to accept, and a value to everything you're willing to sell.
    11. Madman198237

      Suggested Market System/Automated Shops

      Interesting idea. Perhaps this can be added to shops as a functionality, instead of making a new block. Although....depending on how it all ends up UI-wise, it might simplify things to add another block with simplified function....Anyway.
    12. Madman198237

      Help with detailed ship exterior

      I go with the "Hey look, it's there. Live with it. Oh, and slap some turretS on it." Singular turrets aren't good enough.
    13. Madman198237

      Read by Council Energy Particle System

      Well, people, that's it. Lecic and I agreed on something. World's ending.
    14. Madman198237

      Ash and Fire | PvP/PvE | Roleplay | Survival |

      Lots of rules restricting PvP for a server that says it's got a lot to do with everyone. Also, how can it be a completely roleplay server where you must always be in character and yet have a primary focus on PvP? What? Advertise it as an RP server with PvP elements, don't say PvP unless you're...
    15. Madman198237

      Read by Schine A few more Galaxy Map improvements...

      Markers are a good idea....but you can already rotate your view on the map.
    16. Madman198237

      Read by Council Energy Particle System

      Lecic, you've missed the point. This isn't a buff, it's a worthless pile of crap. You design a ship around it's power consumption. Weapons, thrust, even shields to some extent, jump drives, all require POWER. So we're going to build ships based around a 10x bonus, making that ship utterly...
    17. Madman198237

      Planned Galaxy Map Improvement

      Very nice idea. I think that this could be easily integrated with the use of scanners on stations and scanning vessels in ships....in that you don't get a warning that something's entered your space unless a vessel of yours (Or station) spots it on scanners. Scanning as per the Cloak, Scan, and...
    18. Madman198237

      Recognized Flak weapons

      I like the idea of a set flak system, to make it dangerous to fly around a vessel. Improves AMS considerably, but remember, a bursting shell (Even if it bursts on proximity) won't guarantee a hit on a missile, because of the semi-random distribution of cannon rounds from the burst. This would...
    19. Madman198237

      Recognized Teleporter Send Small Amounts of Cargo

      I'd say that you slave the transporter to a storage (Transporter as master, to follow the rails' pattern) in order to give it the ability to transfer and receive cargo. Allow larger amounts as well, based on number of transporter modules there are. So a large-scale cargo-elevator-sized...
    20. Madman198237

      Read by Council Deployables, Boarding, and Entity Vehicles

      I agree with the bit about permanent attachment, but I'd really like to see a form of semi-permanent attachment that allows for the combination and recombination of modules on a ship. In other words, you can, with a reactivation of the module, create a new entity based on a design inside of an...