The only thing I really miss somewhat is, that you can subdivide a block into 8 smaller blocks and these again into 8 smaller blocks.
Loaded on demand (if a player is close to them) to save memory.
Nothing against blocky look, but sometimes I miss the details like on a Space-Engineer's...
2 million? 3 million?
I think each million above 1 (for ships) adds 1 player to the strength of a threatening attacking force.
But we also have to think about the balance of very slow anti-stationary weapons.
I already use double layers everywhere for my bridge, etc.
Simply because I don't want a decorative wall/ceiling appear on the wall/floor on the other side in another room.
I think the issue we should face is, that it is a too huge disadvantage to have hollow space (rooms, etc).
A theoretical...
Is it also possible to have one "connector/cable/switch/control block" which uses some bits to store activation status of adjacent?
If yes, it will be another choice for schema :)
Do you miss tables too?
> Shields | 100%
> Weapons | Ready
With Pipe-Chars below each other.
I would like:
_underlined_ => underlined
*bold* => bold
/italic/ => Italic
And I can not really understand why line breaks are limited as there is no other option for an indentation on top...
Maybe accuracy should depend on how much of an angle a turret has moved in the past second/tick/Xms
If a turret leads for example between 1° and 10° arc behind the real angle - dependent on speed and turn acceleration, there would be few issues.
I think turn acceleration and turn...
A weapon factory or treasury will for sure have more defence than a trade station or a trash recycler base.
A trade station for hostile territory for sure more than one in secure space.
But I love formulas ;)
Balanced:
Small fighter: useless on their own (no player inside)
Small fighter with some logic blocks (=weight =size) = as useful as a player ship
=> players can take out bigger ships
But:
If the same amount of logic takes equal weight (absolute, not relative weight) on a small ship and a large...
I would like an easier description ingame what something does.
How much the radius is increased or range of fire... It is difficult to figure that out
The balance problem is that explosion on non-explosive weaponry (non-pulse, non-missile ones) is far less effective than punch-through on...
Please include concrete numbers in the OP.
I would allow for each station (100 + 3-5% of total mass) valueable blocks, set limits to 25'000 to 1'000'000 mass (common stations?) and count all weapon, shield, power, etc blocks as valueable.
I would allow 1 logic block for each 10 non-logic blocks...
Some surely think would look prettier if rooms would merge into clusters which themselves are bigger modules.
But for others the look of endless numbers of modules is exactly what they want.
I think it will look much better than what we currently have.
Another idea opposing fixed module sizes...
What I meant was: you have 2 guns (or gun outputs).
1 hits block X, the other block Y which are 10 blocks away from each other.
One hits block X and adds 0 dmg, 2 surplus.
The other hits block Y and adds 1 dmg, removes 2 surplus.
Repeat
Only block Y gets damaged???
That is the glitch I was...
I especially like the idea with surplus.
Maybe blocks could dedicate 1-2 bits to their 2x2x2 cube to store surplus? It would make 2 guns firing at different spots with the same fire rate less random.
Or store surplus in guns? as crit dmg?
I think that a ship should be able to turn with the nose at max server speed and that the acceleration of the nose should be a percentage of ship acceleration.
Small ships should behave near big ships like they behave in the gravity field of stars.
They should move in relation to them.
To...
Maybe make home bases invulnerable for 24 hours only. You can damage (not kill) blocks, but only on the outside!
In the next day, the damages are either fixed by a player ( you can kill ships trying to repair damage ) or damaged blocks will take damage as normal and forward punch-through or...
How about let players manipulate DNA? Off-course it would be illegal on some servers ;)
Or transfer life forms from one planet to another...
main parameters for terrain and life support could be: temperature (min, max); atmosphere type; water distribution; ...
I don't mind the current launcher and I hate things which only work with windows (like StarLaunch)
But managing multiple installations, linking blueprint folders of compatible versions and other things together to save disc space would be nice.
Is it not possible to have the current launcher...
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