I don't think the current collision detection system would crap itself at the sight of pi... It would just stop what it's doing (detecting collisions), run over to the pi, and start eating it... And since the pi is infinite, it would never stop. Resulting in a frozen program.
A linked rail speed controller lets you do this, I think; if not it will be eventually. If you had, say, 100 activators attached to your speed controller and only one on, the rotator should move suuuuuuupppeeeeerrrr slooooooooooow. (Nigh-undetectably slow, if memory serves.)
We are the Bored. Lower your shields and prepare for Assholination. Your architectural and artistic distinctiveness will be added to our own. Non-spherical shapes are irrelevant. You will be Assholinated. Resistance is futile.
...Or unless you want to efficiently and easily remove a faction module from a station. Or shoot out any other specific system I can think of.
...Is it? Trading guild stations, the spawn shop/all NPC-containing shops, and maybe other pre-generated locales could (and should) have smallish...
This is actually a balance issue and should be fixed. Going through non-docked entities in build mode shouldn't be possible. That said, once shipyards are implemented we won't have to worry because you'll need a shipyard to use build mode anyway.
That's not the problem... The problem is that the game's current setup heavily punishes interiors. If having interiors was a good idea (Say, because of AI crew mechanics and boarding along with the collective armor bonus stuff Cal was talking about a while ago.) but there was also an option to...
Agreed. Shipyards will automatically replace turrets/docked entities if destroyed, but we need some easy way to change the type of turret or outfit a ship with turrets for the first time. The current system is really annoying. :\
Planned; HP system.
Already exists; arseholes get a bad reputation, they get declared as faction enemies, and people won't want to work with them, which can be a serious detriment in a universe like that which I described in the original post. (Where teamwork and cooperation are really...
Well, it should be possible, just a really bad idea because you would have to set up secondary bases in the populated galaxy which would be more expensive to maintain. Also, you'd need a long (and hard to defend) transport system to get between them since the galaxies would be even further from...
*facepalm*
"There's a mod for that" doesn't offer a solution to a suggestion at all. Ever. So don't say that. The guy has a point (Even if I don't necessarily agree with the solution he offers - it would probably be counterproductive, but more on this later), and balance mods only work if the...
Galaxies should certainly be further apart and harder to move between, but that doesn't mean we should just completely do away with infinite universe. Even if I never go there, it's nice to know that there are more galaxies out there beyond the local rim.
Aside from that, though, I agree with...
Pretty, but as someone said it needs textured stars rather than the derpy GL point stars which tend to disappear and twinkle and stuff for no apparent reason...
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