Ehh, no; solar panels, if implemented, should do exactly what they normally do: produce energy (of the normal variety) from sunlight, perhaps with better e/s/block than regular power lines with the tradeoff of needing to be exposed.
'Stellar radiation capacitors' don't make much sense, and...
This would significantly increase your jump distance if you actually plot out where you're jumping, and with this system in effect it'd be safe to buff the base charge time of jump drives as well.
Um, the point was to make intergalactic travel harder, not improve it or create an easy way to...
First of all, I recommend never actually flying through space; you'll be severely disappointed. :P
Second of all, I find that thrusters are kind of underpowered; I mentioned this in another thread of mine. Buffing them by some would help the annoyingness of flying a ship at sublight, at least...
I said it'd be cool to see a Star Trek-style warp drive, but that might be impractical and would have balance issues.
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I don't see why capital ships shouldn't have "conventional engines," otherwise they're effectively stations...
Nope. Chaindrives are already almost balanced with respect to combat, and putting them on current pirate stations would be a bit annoying. If they intercepted jumps going across them, rather than just draining jump drives in the sector, that would be nice, though, and if Scavenger stations only...
...Another fix is putting your long-ranged weapons on turrets or docked entities so that the AI doesn't detect them on the main ship and pull back to the highest possible range.
If asteroids were in actual belts, this would not be a problem. I suspect that that change will come with the universe update. When it does, you wouldn't be able to just jump between asteroids anyway.
What exactly are you talking about? Jump Field Generators or Jump Gates? Jump Field Generators exist mostly so that factions can operate in their territory more easily, and to create strategic uses for certain star systems. Jump Gates should remain unchanged; IMO they're a good form of simple...
Yep, though as I see it, they're just as 'efficient' as they are now if scaled for the possible levels of efficiency under this system. You could completely avoid ever having to actually manually charge up if you use a chain drive properly and don't try to go too far.
The Problem: In their current state, jump drives are a largely uninteresting mechanic. They're slow and annoying to use normally, and become entirely too fast and too powerful as chain drives - the end result being that the vastness of space is effectively made obsolete, as players can simply...
They're doing effectively that. This upcoming release is just the first of several updates geared towards creating a meaningful PxE side of ingame interactions.
<ProductionRawConversion>
0.2 <!--How many materials (in 0..1%) to use in production turn-->
</ProductionRawConversion>
No; it's done virtually based on config.
That would still fix nothing, as it would basically mean that we might as well only have one ore type and one crystal type. No Threns? No problem; make blocks in the category you need that don't need the Threns and then switch to the ones that do.
The limitations imposed by file-based docking trees are annoying in the first place. (e.g. you can't have extendable docking tubes on your ship, as it's impossible to have a singular file with two folder locations)
Changing that system would fix this issue by default, and also open up new...
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