In reality, I'd just increase the RCS power to compensate. Unfortunately Schine decided RCS should be metaphysical and unmodifiable. I mean, come on... Can't I peel a few of the ghosts off the sides and duct tape them to the front and back to make the ship turn like a cube?
While I definitely agree that thrust to mass ratio should factor in (since we don't have a gyro or RCS block), I don't think it should be everything, and it should scale with mass as well.
To reiterate, I just came up with an idea based on your idea and it's like this:
Ships get lower turn...
Take a cue from the rotors and hook up additional "ON" signals to it to increase the delay between ticks. That'd make it more useful. Perhaps having no "ON" signals going into it would make it shut off.
Oh, here's a better idea so you don't have to use an activator next to it all the time. If...
Here's what it's doing right now. It's boxdim based.
Increasing length reduces roll and yaw.
Increasing width reduces yaw and pitch.
Increasing height reduces roll and pitch.
In this version, the best ships are tall and long, and somewhat longer than tall (due to screen dimensions affecting...
The current turning system is really hurting the playability of the game. For one thing, it makes NO sense. None. Zero. Zip. Notta. Less sense than a Koala driving a Smart Car with no engine around in a ferry boat in the middle of the ocean somewhere off the coast of Antarctica in the middle of...
You could have one or more galaxies per server, simulating a cluster of different galaxies. All of the servers in one cluster would likely have to share their configs though -i.e. one master server determines the configs for all the rest.
The creation of a good API could make a really big difference in how fast the Starmade community grows and how successful the game ultimately becomes. This is one thing the council should see to right away: the Schine team must not underestimate the importance of an API.
Well, that could be done with logic if the logic system knew something went through. All you need is a pulse out of the gate computer to do that. I'll add this to the OP as well.
Idea: Link an activator to a warp gate computer and switch it OFF to disable/lock the gate. This will disable both departure from and arrival to the gate.
Reason: Sometimes it's nice to keep people out of your jump gates. I've seen players use doors to stop ships from passing though, but it...
I would imagine the best way to do it would be to have the basic, calm animation on when the gate is ready, and have a flashy effect kind of like the EVE online gates when used. It would be off when the gate is inoperable.
This gave me an idea. Perhaps the gate could be disabled/locked with...
We already sort of have a loading screen when using a jump drive. You teleport, and the loading is (theoretically) masked by a flashy warp tunnel effect. Entering hyperspace would be the same way.
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