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    1. MacThule

      Planned Capital Ships and Motherships

      Your suggestion is well presented and understandable; I simply deeply disagree with the thrust of it. Sorry. IMO, if anything needs "class-defining" "massive" buff blocks, its stations or planets - stations can't even survive against ships ATM without being artificially invulnerable. Neither...
    2. MacThule

      Read by Council Get Rid of Reactor Lines

      IKR. I enjoy many of your postings here, I kept my criticism of how I interpreted your suggestion civil, you responded in good form and clarified some things that I had not divined from reading your OP. Recipe for productive discussion. Arguments should be productive, and can be when there's...
    3. MacThule

      Read by Council Get Rid of Reactor Lines

      Cooling systems, fuel systems, force conduits between reactors and systems they power - any of these would be interesting ways to improve complexity if the current reactor system were simplified.
    4. MacThule

      Read by Council Get Rid of Reactor Lines

      This is fair. They are a pain in the ass to build around and complete nightmares to retrofit. I think that yes, complex reactor dynamics that aren't so intrusive could probably be developed and would improve gameplay. I'd support alternative reactor dynamics that allow better space management...
    5. MacThule

      Recognized Event Reports

      Abstract: A window like the email window (F4) which records & displays reports for every personal or faction ship core (or NPC) that engages or is engaged in any degree of combat. NPCs are coming. Fleets are coming. We will soon be responsible for a great number of entities. Currently I don't...
    6. MacThule

      Read by Council Get Rid of Reactor Lines

      -1 Complex power dynamics mean that ships built by players who learn the system will perform better. New players can buy or download excellent blueprints from experienced engineers. The alternative is make every novice (in this game arguably about ship design) able to engineer ships as...
    7. MacThule

      Alpha Test Fuel

      My suggestion is NOT about food. The OP was about fuel. Ships are entirely different entities than toons, and have a completely different relationship to the player than do toons. I have asked you politely to stop derailing this suggestion with an unrelated concept. You already had put your...
    8. MacThule

      Read by Schine Ammunition as an Alternative

      I think this is debatable. If the larger ship can be locked down using jump interdiction at stand-off range under heavy PD cover, I think a group of lighter ships could force it to spend all of its ammunition. Smaller ships can OD away to resupply more easily, then return to the fray and...
    9. MacThule

      Alpha Test Fuel

      It is completely unrelated EXCEPT in that both are consumable. The effects on game play are otherwise completely different. Crack cocaine, enriched uranium and chicken soup are all consumable as well - I've never seen anyone suggesting because they are all consumable they are essentially the...
    10. MacThule

      Alpha Test Fuel

      Thank you for being honest. I disagree. Do you (honestly) know this? Empirically? I believe it would impact many aspects of game play. Because it's not just about supply (i.e. mining and refining). In fact I feel that's more of an side effect, one which can be moderated. The real point is that...
    11. MacThule

      Alpha Test Fuel

      This game is an alpha - lets test out fuel for a bit already. This is a no-brainer to at least test with the player base; even allow fuel be disabled at the server level. Copy the cargo block as a fuel block. Make generating power cost a microscopic amount of fuel. Allow ships to refuel for...
    12. MacThule

      Read by Schine Ammunition as an Alternative

      +1 It will foster weapon balance; lasers & pulses clearly would be exempt from ammunition which would help compensate for their high power draw and limited range. Cannon variants would obviously require ammunition, but probably relatively small amounts, so that they could still fire pretty...
    13. MacThule

      Read by Schine Multiple Crew Jobs - AND RTS IDEAS

      I really don't see a role for factory NPCs the way crafting currently exists, because it only takes moments to flip production on/off as is. I'm pretty sure that giving orders to an AI crew members to maintain certain levels of specific components, or however AI-bots might control production...
    14. MacThule

      Planned Centralize Faction Command

      This is excellent news, Bench! I appreciate the response.
    15. MacThule

      Planned Centralize Faction Command

      We need to be able to claim/unclaim systems, unfaction stations, etc from a central point without flying all over the galaxy to push a single button. Please consider.
    16. MacThule

      Read by Schine RTS elements, and Shipyard Efficiency

      I'm deeply hoping that they're moving to up the RTS aspects of this game. It has a lot of potential in that direction.
    17. MacThule

      Brainstorm This An Adjustment to the current Faction System

      This reminds me of the vassalization process from one of the Civilization iterations (5, I think). Defeated enemies could be forced into vassalage and could only renounce their liege once the ratio of their size/power to their master's reached a certain critical mass. Could be an interesting...
    18. MacThule

      Brainstorm This Adding some excitement to combat - Small Ships - DOT Weapons - Hacking and more!

      +1 to DoT weapons/effects! I do think that electronic warfare needs an upgrade from simply passive jam vs. active scan as well. I've read a lot of good suggestions on ways to do that.
    19. MacThule

      Best ways to travel short distance?

      if you dont want to lock a transporter ship to the station, just use a micro shuttle with overdrive and good thrust. if the stuff is in transporter range anyway you'll get there in seconds.
    20. MacThule

      Who do we want as Counselors?

      I agree with the OP and voted along those lines. Decor is great, but we've got a lot of that. I want more focus on combat balance, economics, NPCs, maybe get fuel implemented, continue improving performance, continue improving interface - stuff that improves game-play. Less shiny-shiny new...