I just had a thought. If this was implimented, you could throw people off by putting decoy weapon systems in your ship. Just the massive list of weapons the ship has would make it a pain to find the real system.
Manually activating a gravity module could override the standard gravity field, preventing this from being a problem.
I'd love this, especially because it'd allow you to bind vehicles to a ship or station's gravity.
Defensive stop makes you resistant to planetary gravity. No idea what you're talking about with this.
I actually like the existence of linear damping from keeping my ships from flying off without waiting for them to hit unloaded sectors, which would be an especially big issue in servers with...
Friction is, by default, part of the game. If you want to have your ship ignore friction, it should have to have some sort of block and energy cost beyond a single overdrive computer.
Half support. It should still require an active overdrive system and associated power and block costs.
I think block costs of effects should all be halved, and power costs seriously nerfed. That's discussion for another thread, though. But it ties into why I think keeping the block and power...
Burst doesn't really work for beams, does it? How about cannons get the burst effect, and beams get a more focuses "pencil shotgun" effect, where there is still slight spread over long range, but it's mainly a focuses array of multiple beams.
Ok, and then what happens when someone flattens out a section of the planet and the 360 gravity starts pulling on people and ships in weird ways?
Fake elements are better. We don't have to deal with complaints about the usage of real life materials being unrealistic within the crafting system.
The crafting system makes it very expensive to build large ships. The loss of them is also a huge loss. In battle, they're more likely to lose large amounts of blocks (as they have more) as well as blocks lost from turrets, which increases the maintenance costs of a large ship.
I think...
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