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    1. NeonSturm

      Faction Lock

      You can use logic to build death-traps if somebody not enters a password. Last time I checked logic also triggers if you add/remove adjacent blocks. I think a single permission-level number is not sufficient and we should not bother implementing this before thinking about a faction structure...
    2. NeonSturm

      Intraship docking waypoints - teaching AI "how" to dock

      Simple solutions: Make navigation blocks like area triggers (not the controller) invisible outside build mode. > Link them like logic (not neccessarily master-slaves, just a connection). The problem I see is that either everything can only fly along one path from dock to out of your ship and...
    3. NeonSturm

      Gravity Field Generator

      I made a system built of about 15 logic blocks that control an airlock and automatically put you into gravity. With the template system you can automatically place it. I used area triggers the third block above wedges after a flat floor to detect reliable flying players (they will most of the...
    4. NeonSturm

      My Large suggestion thread.

      I really like what you did to the scroll-bar and I also like to have real buttons for non-inline stuff. But if anything, the shop/inventory/faction like every menu needs to be bigger. The interface occupies only 1/4 of my screen space jet can't show the whole ship name without...
    5. NeonSturm

      Change FTL mechanics

      Hyper-drive and sustained warp to a different location are different, I guess. * Sustained warp means a prolonged period in FTL between point A and point B. * Hyper-drive (AFAIK) is planed differently - it should let you change directions while traveling FTL. For me, it would be fine if you...
    6. NeonSturm

      PROTOTYPES and SWITCHES

      @SapioiT already posted in my thread about Prototypes and Flagships that he want exploding things I think the drawback should be that you can have it only on one ship per faction. I am not a fan of ranDOOM either ;) If it uses up "time before it needs maintenance" everything is fine for me -...
    7. NeonSturm

      Countering Death Cubes Elegantly

      And 99% systems 1% hull? Weapons have currently max 2km range. If you have a ship 3km long, you basically need all weapons 3 times to distribute damage where needed without suffering range (or 4-5 times 1km range weapons). You need power only once, but weapons 3-5 times. One modular power...
    8. NeonSturm

      System Tiers

      I'd like a system where you build your ship core with T3, but most parts with T2. Or you build your personal shuttle / Hyperflux racer with T3, but not your whole fleet - that should be fatal to your economy for every killed block. Expendable stuff like drones or radar outposts (40 blocks...
    9. NeonSturm

      Prototype ships / Flagships

      Just remember: else prototypes wouldn't be special anymore I do not want random events. Random == randOOm for either you or your enemy. Player skill and design should matter, not luck. Maybe you mean with "chance" something like when they get hit, but that would make it worse for porting that...
    10. NeonSturm

      Ammunition

      If ammo is implemented, we could use it with logic to create fire-patterns. Ammo-factory -> storages (act as clips) Each storage block, 100 seconds of fire for an equal sized weapon? I'd like it more as a second reload factor rather than something you have to buy. Fighters may reload at...
    11. NeonSturm

      Countering Death Cubes Elegantly

      Maybe limit power blocks to 1% of ship mass, make power primary currency and turning based on mass would be sufficient. I previously suggested that mass produces structural integrity while vitals drain it. (If structural integrity <0, vitals work at equally reduced efficiency) But if only...
    12. NeonSturm

      Power items (for tier system)

      Agree. You may have 3 slots per array. This reminds me about Mine-crafts forcefield block mod (put items into specific slots of the block to move the field or change it's behavior). If computers have slots where you put in items which cost credits, you give the ship a higher price for same...
    13. NeonSturm

      Ship Sizes

      My shuttle (The "Fat Puddle Jumper") has a size of 17x 8y 21z I uploaded it in the community section. It was the smallest possible Puddle-Jumper replica from StarGate that can support perma-jaming, has 2x 1x2x7 dumb missile modules on the sides and can also charge the jump drive (5% of ship...
    14. NeonSturm

      Hyperflux Superships! (Ship Racing)

      I like these. Will the animate with logic if you fly through? http://starmadedock.net/content/puddle-jumper-fat.1238/ It currently has damaging missile weapons (dumb fire) But it would be pretty easy to switch jump drives or some power modules (required for charging and perma-jam) with...
    15. NeonSturm

      INSANELY POSITIVE FEEDBACK: SITTING

      Will we also get a lotus-position for normal blocks now? :) And a lie-down position if you stand in-between 2 blocks? I always built seats with a full block and another full block behind... But I guess this solution is better for very small ships and rooms ... and COUCHES :)
    16. NeonSturm

      Default skins for multiple races and genders, for players and NPCs

      Corrected :p :D Which sci-fi movie is not based -as main or side story- on conflicts between aliens and humans, aliens and other aliens... If peoples want to play the role of that alien or human species in a sci-fi game, they are part of racism through (not)helping, (not)ignoring or...
    17. NeonSturm

      bubble shields - the re-take

      If it comes from inside x.min .. x.max & y.min .. y.max & z.min .. z.max ?
    18. NeonSturm

      Weapons Diversity

      Would have been weird else - slaves being more useful than masters. But I would have liked some of the results.
    19. NeonSturm

      System Tiers

      Agree. But how would you do the later if you want the prior? We already have 2 tiers. 1kk soft-capped on-board reactors vs docked reactors with power-drain. With shield-drain we also have 2 tiers here. It takes about 1/3 of reactor blocks in power drain to transfer all that charge. But since...
    20. NeonSturm

      Weapons Diversity

      Does it sex-tuple damage if you have slaves increasing the block-count for damage? After all effect % is based on master, not slave^ I imagine 1 block for master, 1000 for slave, 1 for OD effect.