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    1. NeonSturm

      The Current State of Weapons

      Personally I would like pulse to deal damage per entity in a huge volume, not per block. We don't have such a weapon jet. But then we need a vortex gun, flak or shot-gun. At least it would make fighters not completely useless against a pulse-beam-explosive pulse backed up by 90 modules (=5dps *...
    2. NeonSturm

      On the Subject of Planets

      Don't miss my last post (got unfortunately at the end of last page) I have thought a bit more about a cube-planet. I have thought a bit more about a cube-planet. What it needs to make it nice. And I had the idea of a bumped cube. You have 6 sides. Blocks are perfectly aligned. It is...
    3. NeonSturm

      Pattern Encoder Block—The solution to all our docking problems

      You can't afford 3 blocks, but a bobby, weapon cpu ...? BTW: I know how to do pattern-encoding passwords :)
    4. NeonSturm

      The Current State of Weapons

      Does not really work as power capacity and number of weapon slots might be adjustable in a player's armour (if the game will have miniblocks there) Though a rocket launcher or sniper riffle with significant damage may require more space, thus less hull and defensive systems... Really like it...
    5. NeonSturm

      On the Subject of Planets

      It just hits that level of detail that is currently rendered. lowest-loaded = Blocks -> damages blocks. lowest-loaded = Chunk -> damages chunk; Not generated chunks have an average HP value. Or just make a crater in the high-map and modify the damage overlay colour for this part. This...
    6. NeonSturm

      Garbage disposal

      How about giving Plex-Stores have an option to throw out a cube of x items each second? If you build it on your ships rear and it throws the items out far enough (> 5 blocks or behind the ships collision box?), you won't receive them again. Filters let you decide which items are drawn by this...
    7. NeonSturm

      Map with coordinates

      Possibly the best solution for a sector map would be a 2D map like this: Default option uses the xz coordinates, giving the universe a prefered top/bottom. +—————————————+ | O . . . . . | | . . . . # . | | . O . . . . | | . . . . . . | +—————————————+ O : shows 1 object. # : indicates multiple...
    8. NeonSturm

      On the Subject of Planets

      Maybe just throw a virtual cloth over it (from straight above) and use it for rendering. Floating parts could be ignored for high-map generation if they have only 1 block occupied per 1..2 blocks free below. Floating parts may render like MineCraft clouds, on a second partially transparent...
    9. NeonSturm

      Personal Armor

      the civilisation has rare resources in their structures. And you can not use precision lasers due to what? Maybe the atmosphere glitches projectile and beam directions like a lense? You can use the people on the planet as slaves. NO. There will always be a guy with a stronger gun...
    10. NeonSturm

      Personal Armor

      Not doom-cubes ... MC-blockheads! (you know MineCraft?) No. Just Limit the number of blocks and add a limit based on rating. Give each block a rating - if it has none, 0.1 is assumed. Hull has a bit more, active (weapon, power, shields, ...) may have 1
    11. NeonSturm

      How to become a Tester?

      why are here so many optimistic ratings? all optimistic/funny are from Planr/WarSong
    12. NeonSturm

      EMP Effect

      Ion should do 2x damage, but maybe slave and effect count to the blocks which are counted to be multiplied with damage per block. Thus you have 2x damage * (master+effect block count) which is 4x master-block-count. Last time I tested, you have to modify your config file to mke each EMP drain...
    13. NeonSturm

      Crystals - Glow and Wedges

      Non-placeables could have more IDs. AFAIunderstand it, it is only limited to 1024 for blocks which have to get rendered.
    14. NeonSturm

      [HUD] - Holo HUD 3D - UPD (06/10)

      Can you make text not overlapping when displaying sectors > -160, -160, -160 in system -10 -10 -10? That are 9 letters more for sectors and 6 more for the system. I think your money will overflow too if you do "/give_credits @TheMightyFid 111222333444
    15. NeonSturm

      Implemented Save player relative to ship upon logout

      But now we have warp. Note the exact time, speed and direction that it went! Jump in front of it and use stop-weapons. I also dunno if it keeps flying after it hits an unload sector. You could approach from the other side and use stop weapons. Or fly after it and wait till it it hits an...
    16. NeonSturm

      We now have cameras!

      Cutting parts out of the main screen can reduce FOV and slightly increse FPS if it's optimized. Non-transparent side-panels or cockpits are maybe not the prettiest thing, but could then help players with weak computers. Blocks inside a ship can be rendered a lot faster if viewed from the same...
    17. NeonSturm

      Crystals - Glow and Wedges

      The suggestion forum gets 20 new suggestions a day. Happy idea collecting :p
    18. NeonSturm

      what is the piercing effect for?

      With >10 layers of armour old piercing was more or less useless. With <10 layers of armour it could have been OP, but if you can't kill a hull with 50% damage, why should you be able to kill 25% HP of a system block with 2* halfed damage? I am confused by all these bugs around pierce and...
    19. NeonSturm

      My take on the upcoming ship HP system

      The problem in our current system is, that a combat only takes 11 seconds. A weapon block has 5 dps, a shield block provides 55 hp => 11 seconds After these 11 seconds you are either winner or loser. An AI may enjoy that, humans rather don't. With 25 to 60 power per reactor (on big ships with...
    20. NeonSturm

      Another Logic Question...

      You can make a button next to the dock. It activates if something docks and deactivates if something undocks. Connect that to a not, that to the trigger and you get your self-resetting system. You can also make: ActivationModule(UserButton) => OR <=> ActivationModule...