Search results

    1. jayman38

      The Current State of Weapons

      Sorry, I'm not following you. Why would shots need to do the same amount of damage in half the time? With my faster-fire-rate suggestion, a single-block cannon with a dps of 5/s firing at 1s intervals would have a damage output per shot of 5, instead of a damage output of 15 every 3s...
    2. jayman38

      The Current State of Weapons

      I feel that weapons in general should have a quicker reload and lower damage (to maintain dps) as standalone systems. Not by too much, maybe drop from an average 3s reload to 1 or 2. As it is, I feel like I need at least 50% cannon slaves on absolutely everything in order to have a decent reload...
    3. jayman38

      Garbage disposal

      Pretty much. I wish I didn't get even MORE dirt as loot! Ack! What self respecting pirate is carrying around dirt? Besides Captain Jack Sparrow? I mean, if the stations bought dirt, then I could explain it away by imagining a background economy where planetside builders and farmers could use...
    4. jayman38

      Implemented Save player relative to ship upon logout

      Until we have pilot occupation logic: What if you implemented a tiny stop weapon that was simply on all the time? Normally, when you are flying, you'll be pushing the accelerator all the time anyway, so if the stop effect is small enough, it won't keep you from hitting the maximum speed, but if...
    5. jayman38

      Implemented Save player relative to ship upon logout

      I like it. I'd like to see such a bunk be rotatable in any direction, so that I can put my astronaut into a vertical gravity couch. I would also like to see AI NPCs get a command to go lay in the bunk. Imagine a whole wall full of these guys laying there, probably completely still... creepy...
    6. jayman38

      Garbage disposal

      You are missing out on the fun. Step 0: Exit your current ship (you need one with a weapon) with at least one spare ship core and one spare plex storage container. Step 1: Create a new ship out of your original ship's path. (Call it "garbage scow" or something equally appropriate) Step 2: Enter...
    7. jayman38

      Missile dodging

    8. jayman38

      Turret Aiming

      AI will not score 100% accuracy in the default game. I use rapid fire on all my AI turrets, because by the time AI can hit the enemy with a 3 second reload, the battle will be over before the AI can score a single hit. Since rapid fire does reduce the damage significantly, it will take longer...
    9. jayman38

      A Wiki editor is asking you! Now 100% more dormant!

      There have been no changes to the main page in the past 12 months. I think this Wiki is locked. A quote from the footer: "This page was last modified on 14 August 2013, at 08:01." I will gladly contribute with what I know when possible. Edit: If you can add this to the Wiki: Current Map: (Will...
    10. jayman38

      Animatable HUD

      If the dev didn't implement animation cycling for pics in a given function (in this case, HUD images), then the system will display just the first frame of an animated image. You'll see this with less sophisticated image viewers versus better ones. Better ones will show the complete animated...
    11. jayman38

      Another Logic Question...

      It sounds like you need some additional logic to ensure that all intermediate logic blocks are reset when the whole system is reset. I normally start out with a simple clock as described in the video linked below. Unfortunately, as you have found, things get sticky when it's time to switch...
    12. jayman38

      Skill weapon/effect/slave : particle projector (no-aoe tracking projectile)

      Sounds like a cannon with tracking projectiles. It would need to be underpowered pretty severely to keep from making this weapon system a complete replacement for cannon. (E.g. huge power requirement, like a missile; maybe shorten the range a bit) From a conceptual point of view, since it...
    13. jayman38

      Flame-thrower

      I'd like to see this implemented as an optional personal weapon when alien creatures are brought into the game. "Alien" adventure map, anyone? Anyone? Beuler?
    14. jayman38

      Planned Folder for Pirate, Trading Guild, etc Ships.

      Remember that the devs do plan to add many more default factions to the game, so simply adding additional permission columns for specific factions like the trade faction will not be scalable and so the interface should be reconsidered. I'm not sure how permissions are stored, so I'm not sure how...
    15. jayman38

      Map with coordinates

      Schema is probably simply waiting until the Universe redesign is in good shape before he spends time on a new map system.
    16. jayman38

      Binary and Trinary Star Systems...

      I think it would be neat to add a mechanic to multi-star systems, that if you have arrived inside one of the stars via FTL, that it teleports you safely to a random nearby non-star sector, with a high velocity away from the star in the same direction as the random non-star sector from the...
    17. jayman38

      Missile configs: Best of all worlds

      I voted no for these reasons: 1. I think it would still be interesting to continue using effect and slave systems to modify weapon behavior. Otherwise the missile weapon system will be its own system type, and balancing and improvements to the main weapon systems (beams, cannons, pulses) will...
    18. jayman38

      Scalling pirates "levels"

      There should also be an in-game way to reduce pirate attacks, if you don't want to encounter them as often. Maybe have the option to pay a hefty "protection tax" at shopkeepers to reduce the chance of a pirate encounter by 50% (server configurable, of course). (Ah-ha! THAT is how they can afford...
    19. jayman38

      Something I thought of a moment ago... :P

      Hmm... They could be....