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    1. jayman38

      Ship Hulls

      I envision collision-crumple hull to look exactly like other hull, and to be damaged (and disappear if taken enough damage) like normal hull, and simply reduce the velocity of both entities by a huge amount, to simulate crumpling. Even a minimum crumpling action should probably reduce the...
    2. jayman38

      One shop = fixed economy

      I think the original post would be a really interesting mod for friendly, exploration-based universes. (Maybe primarily for use on white-list servers, to keep troublemakers out of the playground.) The spawn sector would need some additional rules to help minimize griefing. Maybe no building or...
    3. jayman38

      Docking Modifications

      I'd like to have multiple effects. Primarily energy drain and a little bit of shield drain at the same time. It seems fair to have multiple effects for a subsystem that has no range. Ships docked in my inner hanger could be contributing to the host ship's systems without needing their own beam...
    4. jayman38

      Does our tetra has a correct name?

      When I first started playing and joined the chatroom, there was discussion that the name of the block should be based on the number of sides. Therefore what is now known as the Tetra has 4 sides and should instead be called the Quatra, and the Penta has 7 sides and should instead be called the...
    5. jayman38

      New Universe Structure Suggestions

      It would also be neat to have explosive depressurization as a game mechanic. It would be a great showcase for a simple but effective short-term particle fountain to simulate decompression effects. Imagine you have boarders who have hacked your airlock and are entering the ship to kill the crew...
    6. jayman38

      Block Placement systems for efficiency and bonuses?

      Maybe arrangement bonuses for shield blocks could be minimal, so there would still be a minor bonus for careful arrangement for those who really want the challenge of eeking out that 0.01% bonus, but the shield blocks would still perform admirably in the standard fill-in-the-blanks arrangement...
    7. jayman38

      Ship Hulls

      I wonder if you could have a modifier block type (only one block ID) that links to multiple hulls, to give them new behavior. Kind of like a configurable weapon computer for hull instead of weapons. You could even use one of the existing decoration computers, and get this kind of block, with the...
    8. jayman38

      Block Placement systems for efficiency and bonuses?

      It looks interesting, but similar to dimensional bonus, coils are highly susceptible to damage. it could take ages to hunt down a break in the coil on a large ship after a battle. I'd like to see this after a blueprint-based repair system is implemented. Bonus block-arrangement ideas...
    9. jayman38

      Improvements to Display Block variables

      It would be neat to be able to reference logic blocks and describe what they are for and their status. Example: [Logic_138497235 as "Hanger Door"] is [0 as "Closed"|1 as "Open"] When the logic block is off, the display block says "Hanger Door is Closed". When the logic block is on (and the...
    10. jayman38

      Telescopes Maybe??

      Yes, Key-chording (holding T and pressing W to target the ship in front of you) is also good. (This may be a harder mechanic for those hunt-and-peck typists out there!) Pressing T and then pressing W within a half-second or so (the other type of key-chording) would lead to unexpected behavior...
    11. jayman38

      Telescopes Maybe??

      I like this idea. Select targets similar to how weapons were selected in the original "Half Life" game. After pressing "T" to activate the targeting menu, "W" might select the target under crosshairs, "S" might select the target directly behind you (userful for targeting attackers!), and then...
    12. jayman38

      Shotgun Weapons (Missile Slave) and critical hits.

      I think there should be similar links in improved bonus to both increase base damage and increase chance of a critical hit. Examples: (numbers are subject to change, so if you don't like 'em, feel free to give examples of different numbers) For every additional hit in the same gametick, the...
    13. jayman38

      Recognized Turrets system with Pictures - [ Poll]

      Static lateral guns aren't really useful in space combat. Generally, vessels are moving too quickly and are too far away for that one lucky shot, even if the guns have ~30 degree swivel off the axis. With the exception of neat "Roboteching* Missiles", effective lateral fire is limited to slow...
    14. jayman38

      Telescopes Maybe??

      I can see where you are coming from, but you can use a different button for zooming than for selecting different cameras, so you wouldn't have to press "right" twice to get from camera to camera. In fact, it might be more intuitive to use "up" and "down" to zoom in and out, while side-arrows...
    15. jayman38

      Telescopes Maybe??

      I would gladly replace all my cameras with this. Maybe it could just replace the camera? Edit: The zoomed view should probably have a reminder on-screen saying what the zoom level is and to press the right-arrow to return to normal zoom, for new players who accidentally zoom in and don't know...
    16. jayman38

      A question about turrets & capital ships.

      I found this turret conversation stimulating and informative. http://starmadedock.net/threads/suggestions-for-making-good-turrets-post-them-here.2383/ Your typical Isanth pirate ship is something like 35m wide, 15 m high, and 29 m long. Even just doubling those dimensions will give you a huge...
    17. jayman38

      Realistic game mode

      Muffin mode. Everyone loves Muffin mode.
    18. jayman38

      Colored Doors

      I would kind of like to have a master/slave system for doors, so you can add things like display blocks and hull pieces that combine to create a sign on top of the door, that can disappear when the door does. This would effectively make display blocks and hull blocks alternatives to the plexdoor...
    19. jayman38

      Realistic game mode

      I think if you want to talk about realistic thrust in larger vessels, you need to talk about thruster group distribution. In short, the farther a block is away from any thruster, the more likely it will be damaged or destroyed during acceleration. If a large ship has a massive singular cluster...
    20. jayman38

      FTL is here! It's a StarGate!

      Class names would be for rp servers, because classes are so subjective. I imagine regular servers using a sign system, similar to what you see on real-life bridges, that describe the maximum size allowable. It will be neat to see people's different ideas on how to make the description signs...