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    1. Madman198237

      Read by Council Information as a Resource/Commodity

      Yeah, I edited that portion of the OP to reflect the problems with restricted chat. The real point of this post is that I'd like to see less free information, and more value in exploring or communicating/working with other players. Also, more value for antennae.
    2. Madman198237

      Recognized Fleet Maintenance (Repair and Resupply)

      Great points, Sven, and I agree, especially with removing the blueprint spawning. Why take the time and power for a shipyard if you can just instantaneously spawn a huge ship without the time/resource requirement.
    3. Madman198237

      Read by Council Information as a Resource/Commodity

      Well admin-based chats and functions could still be global. This is an idea relating to the sharing of information among normal players, not meant to necessarily apply to admins. That said, there is a problem with that that I forgot, and that is that people will just tend to move to other...
    4. Madman198237

      Read by Council Information as a Resource/Commodity

      Why not? It'd increase immersion and add some mechanics to the game if a faction needed to set up some sort of relay station. Heck, we could even get into a "Galactic Holonet" sort of situation where one large faction or group of players builds a series of relays and charges for their use...
    5. Madman198237

      Read by Council Information as a Resource/Commodity

      This may be a suggestion that won't be implemented until later, but I feel that it is a neat idea that will add value to many of the things already in the game. So, as you may have noted in the title, this post is about information and it's role in the game. Right now, players basically have...
    6. Madman198237

      Recognized Fleet Maintenance (Repair and Resupply)

      That's the idea---the power requirement enforces that without making arbitrary judgements on how a ship can move when building another ship. Realistically, in space, if you're moving, you can build a ship with no problem. From a physics standpoint, moving is the same as if you're standing...
    7. Madman198237

      Recognized Fleet Maintenance (Repair and Resupply)

      I agree with the whole suggestion, although perhaps no movement penalty necessary on the mobile shipyards. Instead, make a VERY hefty power requirement for a mobile shipyard. That'll prevent you from building titans on a moving mothership, while allowing a fleet carrier (large ship with lots of...
    8. Madman198237

      Building things and breaking things.

      Building things and breaking things.
    9. Madman198237

      Planned Galaxy/System and Generation Rework for the Future

      Yeah---the more large bodies in a system, the crazier gravity-based interactions become, the fewer stable orbits there are, etc. Just the formation of one Jupiter-size or larger gas giant that then travels inwards to the star (A "Hot Jupiter") will throw most, if not all, rocky planets out of a...
    10. Madman198237

      Implemented Remove Hull/Armor Manufacturing Cube Middleman Step

      Yeah, the subset thing is a great idea! It removes data in the form of useless recipes that everyone hates, and really, if we can split a block into a slab during the build process, we can split it into other shapes as well.
    11. Madman198237

      Planned Galaxy/System and Generation Rework for the Future

      Yes, I know that it's possible. I've seen the really fun science shows----I'm the astrophysics nerd. I really enjoy this stuff. Yeah, I really enjoy being part of SM's development process. It's a science fiction SANDBOX! We can make it a science-based world full of all the sci-fi staples! Who...
    12. Madman198237

      Implemented Remove Hull/Armor Manufacturing Cube Middleman Step

      I agree. We should skip ALL the middleman steps---from now on you make a grey hull tetra, then make a grey standard tetra, before making a grey advanced tetra, and then coloring the tetra. Also, allow coloring at any stage, and make it carry through the refinement process. That or allow us...
    13. Madman198237

      Read by Schine Power usage to adjust shields, weapons, thrust

      Yeah, this is another neat idea. The amount of energy you put into each shot should matter for damage, but you can't really affect reload rate by frying circuit boards with too much power...it just doesn't work. That said, the adjusts are a neat idea. The more power you dedicate to any one...
    14. Madman198237

      Read by Council add loot to the navigation filter

      Yeah, this is a nice, useful idea. I especially like the storage-based option, since we are still giving random loot clouds.
    15. Madman198237

      Classing Ships for Fleets

      Well, I was trying to write out a classification system based on thrust, when I realized that people only really respect thrust in extreme cases, like fighters versus titans. So, instead, in order to get a truly accurate picture of a ship's capabilities....well....you have to get the ship's...
    16. Madman198237

      Rejected Shield management

      Certainly not the first to propose bubble shields, but I do like the (Star Wars EU-like) mechanism of choosing where your shields are strongest, which leads to localized shields failures, particular weakpoints, etc. Also, it allows for starfighter tactics to become more valuable---a salvo of...
    17. Madman198237

      Planned Galaxy/System and Generation Rework for the Future

      Let's not drag in Einstein's physics. We don't want to do the calculations (Mostly), schema probably doesn't want to do the calculations, so let's leave it to basic concepts. Gravity assists ONLY work traveling sublight. Why? Because we're working of the Star Wars theory of interdimensional...
    18. Madman198237

      Planned Galaxy/System and Generation Rework for the Future

      Genius, and this suggestion pays good attention to the laws of physics as well. I don't think we'll EVER need to reach the size of superclusters, LET ALONE walls and tendrils. Because holy crap, there's only so much a computer can take before the GPU jumps out and runs around screaming, the CPU...
    19. Madman198237

      Classing Ships for Fleets

      A larger ship with interior can have the same block count as a much smaller ship (Smaller target, thus more effective in battle). Block count requires additional information. Really, in such a diverse game, everything is going to be subjective and subjected to change. Nobody's following anyone...
    20. Madman198237

      Classing Ships for Fleets

      Yeah, block count is rough and useless. It also can be fooled by interior space. Though, of course, ships with large interiors are often ID'd as RP ships. I am gonna look into a thrust + descriptive term system that is simple and informative. Might just be interesting.