Well with an On/Off Button kind of logic it'd be easy and the logic wouldn't have to care. We could easily rig some logic to turn on these passives on spawn if we could trigger them
Someone mentioned that sometimes a star just doesn't show up on the map or even worse not at all. Anyone run into this and have evidence of it happening?
light travels long distances to get to things. Just because you are out in the void doesn't mean there is no light. Although a totally illuminated object with no nearby light source is a bit odd to run into.
Haven't tested logic activation of them yet but if you save the entity while it is active the effect should be active when loaded. Not sure though on this note but the effects do stay active when you get out of the entity in question. The only ones that don't are the ones that need you to be...
Figured since planets are a bit too big to do this with lets start with asteroids and work our way up to planets and even whole systems.
In any event in this case unless interrupted an asteroid should be slowly floating around the sun it is near. It'll follow the orbital path until the thing...
lol how about for now make it so they respawn when the sector is unloaded for X number of hours? I'm talking totally regenerated and back where they were or even better if the asteroids are totally mined the sector they were in respawns a new group of asteroids after staying unloaded for a...
Not sure if overall armor and structure go back up but it is worth testing. Me I'm a mad scientist on a server chances are I can come up with something when I'm not half dead asleep. >_> Will post what I can tomorrow unless someone else beats me to it later. XD
Considering killing a star would be a hazardous job it would take some time seeing as the HP would regenerate if left alone. :) Also being burnt to a crisp slowly and painfully tends to make things interesting in killing the star in question.
Yes that could be an issue but depending on the effects used you could cause a cascade of radiating damage with things like explosive and punch-through. I'm normally going to blow a hole in my target big enough to cause damage directly to their systems to take out their ability to fight back so...
Since an entity's own weapons can shoot through it I thought of an interesting idea that I'm sure people have done before but doesn't seem anyone has talked about.
In this case we have several of the same Primary + Secondary Combo each with different effects and their output barrels right...
I'm sitting here thinking about this too. Was thinking of just firing beams into the core of the ship and seeing if that did anything but I know for a fact it can be done with a huge array firing at as many blocks as possible the only issue is it takes a docked entity to pull off since weapons...
In my case I'm thinking of lining up several different versions of the same Primary + Secondary Combo with a different effect on each. This means that a train of missiles will crash into the target one after the other hitting with something different causing several damage types at once rather...
Even in SciFi shows there are cloaking systems that use enough power to where shooting and cloaking at the same time is illogical. Also in those shows shielding is offline most of the time as well while cloaking.
Oh don't worry I'm planning on making a sort of WiFi remote system where someone can just undock a spare remote and than dock it to their ship. There'll be an extra internal ship remote and wifi block on it for those that don't want to or can't provide their own.
Well mining stars and causing them to go supernova can wait until the devs get around to a total update on performance it is a fun idea none the less. Although yes they'd have to be made slightly more dangerous but only after making it so we can see the sectors around them where we'd die in. XD
As for what to do on minelayers well why can't we have both? The Standard version is a projectile that persists for a duration of time say an hour tops, than by use of an effect of some kind we get permanent mines and a few other things too. Although permanent mines would be clearable by...
Yep, haven't tested with two built gates yet rather than just spawning them from blueprints. My guess is it is an issue with built gates other than that I've got no idea why. O_o Annoying putting all that effort into it for it to not want to work and only to have the spawned version of it work...
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