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    1. ltmauve

      Poll for FTL travel

      I am not in favor of any sort of FTL that involves waiting, doing nothing, during the jump. FTL charge times should be ridiculous because that's the only way to prevent someone from just FTLing all over the place every few minutes. Having a period where the user waits, doing nothing for several...
    2. ltmauve

      Artificial Horizon and other stabalization needs

      Mine was that #4 now aligns to the closest axis of your selected target (if you have one), and #5 is still point the ship at your target. Relative orientation is more important than absolute orientation when it comes to docking maneuvers. Also, suggested control scheme: C-point at target (and...
    3. ltmauve

      Poll for FTL travel

      Going by what was said above, you would be able to have a weapon that increases the "unstable tachyons" of a ship to make it either damage itself when it jumps or make the pilot stop the jump. Basically causes the FTL drive to jump. Also, don't have a maximum size for FTL gates. Really, I...
    4. ltmauve

      Poll for FTL travel

      So you build up "heat" or "unstable tachyons" or whatever when you do a free-jump, and then when you jump with too many of those, you blow up? That actually sounds like an excellent way to prevent someone to continuously escape a fight by just "poofing" over a few sectors.
    5. ltmauve

      Artificial Horizon and other stabalization needs

      Shouldn't the "Snap to axis" option work with a selected target. i.e. I need to be facing down to dock, so I select the ship, face about down, and then hit "v" or whatever the key is. Then I am aligned with the target ship's y axis
    6. ltmauve

      Iapetus Heavy Industries and Shipyards (IHIS)

      I'd hardly say "steam-punky" is the right term. More like a sci-fi version of a steamboat, given the coloring scheme. But yeah, that's a fine-looking ship.
    7. ltmauve

      Poll for FTL travel

      The reason it should use a seperate reservoir is so that charging for FTL actually takes time, since otherwise you get a system where you are normally limited to 20,000 energy, with 100k+ regen per second. If storing energy for FTL seems weird or like it might be confusing, have "flux" or...
    8. ltmauve

      BlockBehaviorConfig.xml and non-weapons

      So, I still think that using predetermined functions with different inputs (Linear, scaling 30, offset -10) would probably be the most best way to efficiently implement this using the config. (Once we have an API we can use then we could probably directly write functions) Then you could have a...
    9. ltmauve

      BlockBehaviorConfig.xml and non-weapons

      I wasn't talking about creating new functions using the config, which is what this seems to be doing. What I was talking about was having a few predetermined functions that take variables already set up and have the config file determine where the program jumps when it wants to determine the...
    10. ltmauve

      Power should EXPLODE!

      Don't worry about the lecture. Anyway, there could be an xm7.2 reactor, which is basically a slightly more powerful xm3.4 that explodes if hit. Same mechanics. Though I suppose they should share the regen cap, though that cap should scale based on how much comes from the xm3.4 and how much...
    11. ltmauve

      Power should EXPLODE!

      Sorry. That was a poorly written post. I didn't mean to claim that I had copyright or that I came up with the general ideas (Pretty sure I didn't) It was merely intended as an alternate set of rules that people could comment on in the context of this thread. Going back and editing that post...
    12. ltmauve

      Power Computer?

      shift-v gives you a whole group. Personally, I would like a way to deactivate thrusters so I don't ram into stuff while docking, but can still zip around in my fighter.
    13. ltmauve

      Logic blocks select weapon output.

      Also gatling-gun style outputs for external weapons. Sure.
    14. ltmauve

      The bigger the ship the more engines required.

      Yeah, a design of yours. Not everyone builds ships the same way as you do. Currently the favored new thruster system of the devs is a system where max speed is based on thrust, and thrust and speed can be divided between the different axes. I would favor a system where the max speed requires...
    15. ltmauve

      Transphasic Missile, Solution to Missile - Shield - hull problem.

      Or "lucky shots" can only happen so often. (based on shield area - for ease of calculations, just take the max cross-sectional areas of front,top,right and use those). So basically the lucky shot has a chance to happen, and then won't happen again for another 5 seconds.
    16. ltmauve

      Power should EXPLODE!

      I have come up with a very similar energy system, which can be seen here. This has "cell" type blocks, which are basically batteries that need to be refueled.
    17. ltmauve

      More Female skins

      I believe the system used means you would swap out texture files, the model file, and an animation file that is associated with the model file. Assuming your replacement animation file is correctly done, there would be no problems whatsoever. (Easier said than done) All the models and animations...
    18. ltmauve

      Abolish Loot Clouds

      Basically an entity block displayed as a graphical effect in the client, then you hit it with salvagers? A most excellent suggestion.
    19. ltmauve

      More Types of pouwer

      See comments about fuel. That's really going to be the balancing mechanic. Yeah, you can put 700 fusion reactors on your titan, but then it would take a month to get enough fuel to power it for an engagement. The explosive mechanic is another balancing factor, is the ability to use full weapons...
    20. ltmauve

      Poll for FTL travel

      This is actually really good. However, a) How much of a ship would be FTL drive to use beacons? Emergency jumps? Warp drive? b)I'd rather the FTL cost of a ship for a station be based off mass, rather than volume.