While fun, it does have its limitations...
- Gravity is a constant issue; as there is no permanently-on radial gravity source. However, you can use area triggers to shift between plate alignments.
- Building is kinda tricky since you cannot rotate your view to match a plate and many of the...
Here's an ultra-simplified version of what I'm talking about; albeit smaller than my original prototype and built as a single entity instead of a cluster. For this experiment, I'll have 6 populated areas arranged in a cubic fashion; each with their own manually activated gravity. Most of the...
Food for thought...
In an attempt to create a more realistic planet than the discs while not generating the amount of lag typical of dodecahedrons, I once began working on a concept for an artificial 6-plate octogonal polyhedron planet.
The structure would be visually similar to a dodecahedron...
Kind of a bomber but kind of not.
This variant of my new destroyer fires 8 medium guided missiles and 6-8 lighter missiles that arc out from the engine nacelles.
Thanks man,
Over the years, I've developed a habit of 'weaponizing' my engine nacelles. I figured I'd make it a bit more obvious this time.
Now that you mention it, I suppose it does look a bit over-kill. I'm going to try the avenger cannon with the 4 missile launchers. That ought to be...
I've been testing out different weapon combinations and so far I seem to have a lot of flexibility depending on what systems are used. As usual, each weapon type has it's advantages and disadvantages.
- Particle Accelerators: These do an impressive amount of damage to shields and can cut...
Yeah, and that's why I keep pushing people to come up with and AGREE on possible game mechanics to counter these tactics rather than just say things like "warheads are exploitable. we should remove them."
We want them in-game AND fixed.
I don't even care about attacking player stations. That's just griefing bullshit; the kind we ALL want to avoid.
I just to use these in some kind of a combat scenario even is only for PVE sorties.
The turret axis/rail basic switch doesn't work because of the cargo auto-pull function. You will are currently limited to automatic transfers between just 2 entities. There doesn't seem to be a way move cargo between a chain of 3 or more entities. Since you now have a 3 stage salavger...
Then you shall have it...
One option is to have a basic weapon turret (I'm using a 1-block cannon with stop effect.) and set the AI to target "selected". Dock your salvager array to the front of the turret barrel so that it blocks the cannon. That way, you won't accidentally a war...
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