i don't see why not. i doubt all ships are going to be forced into one or the other. the distinction is there for you to use and users to exploit for their needs.
Your reviewers have already told you what they think it is. It is an RP ship. I would put it in the RP section and bill it as PvP capable. It seems to be a near ideal balance between the two that I'd recommend it (based on the reviews) for PvE on PvE/PvP capable servers.
Well upload it to sketchfab and give us a preview. Like so:
It's just the full URL form of the address bar link from the file you upload. It's easier to work with than screenshots since you can go into first person view and almost literally tour the insides.
Once we can get a good look at her...
In my experience a shipwright who has been at it a while has two distinct styles for RP and PvP builds. This is because that's what users break down their primary search criteria for. Big BOOM vs Ooooo Pretty. The reason for that is there's just certain things you can do, while building, that...
The NASS solution has been to decrease the price of user spawned stations from 1m to 20k (starting munny).
Planets do have things spawn on them like pyramids and cities but they are very rare. 100 radius planets feel just big enough.
Too be honest the best way to keep planets form lagging out...
I return with bad news.
The NASS Main DB has proven very broken. We have several offsite backups and none have worked. Synchronization was a little too good I suppose. Instead of a rollback to the last working version we're going to try a new universe. This will fix several issues including...
Something has gone wrong in the recent update. We're still looking into the problem.
However NASSZONE will be hosting an event at the same time so if you attempt to join you'll not be allowed on as the event is whitelist only.
After the event if we can't recover the server we might have to do...
how? it's the same api. look. it works. just not as smoothly as it could. like the community content links issues from a while back.
i'm glad we have it regardless. it's a great feature.
i'm digging that first person mode tho. you can kinda float around inside and see the internals.
right. so the html, bbcode and link don't work. we have to use the full url from the navigation bar.
a tad counterintuitive as anyone can share from within sketchfab directly to an associated twitter.
it appears to share via the link with no gaffs at all.
That's more or less the idea and why I want to see hidden bonuses added to custom profiles. A setup including ships, turrets and docks when piloting a ship that has at least one cannon/cannon/explosive setup active can damage turrets and dockables when the shielding is down to 75% instead of...
Which is why I suggested the 2 additional profiles. The three default are essentially there to tempt abuse. When no exploit is found then the user might experiment with custom profiles and accidently find a hidden bonus.
Not required as much as strongly encouraged. What happens when a ship is...
Maybe a change in how missiles lock? They only lock on to the selected target unless they are all aspect heat seekers. They prioritize the selected target and hit w/e is closest if the primary's heat signature disappears (either as a result of a jammer or the engines intentionally force into...
We have the ability to filter objects from radar already (praise the :schema:) but i'd like to have a hotkey to swap between Combat, Mining and Exploration. To make using them worth the time add a slight buff to each mode.
+ indicates what's active. all other filters would be off.
Combat...
see i agree with that. more blocks should have a bonus. it's not difficult to design a ship with like reactor. i stopped using the six arm style long ago. the line bonus would allow for smaller more efficient builds. the soft cap would keep the bonus from being abused. as it stands this is...
8 seconds to discharge? I need more romance than that.
I hope to find a use for their explodie nature. Prolly why they don't play nice with logic yet. Should logic make them active or make them detonate?
A basic and fairly efficient semi-rp friendly ship. Meant for a crew of 2-4 players.
Asymmetrical industrial/molded design.
Cargo area housed inside the green glowing core.
Salvage cannon array shown with cannon bay doors open. Cannon operates normally open or closed.
Dat Aft doh, brah...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.