Schema(I'm paraphrasing): "Alpha is for implementing core gameplay features"
we're in the "rough outline" phase of development meaning that we should expect half baked features to be added so we as players can give necessary feedback on how it should be done. admittedly I think shine should...
To me crew members should be the anti-boarding party system. Since interior turrets are pretty OP as they get the motherships shields i expect astronauts to get something like a personal signal jammer to sneak past them. that would leave crew members to be the best line of defense so interiors...
there might be some inconsistency between the config and the in-game options. i know there was a third option called "fallback" for a long time that was only recently removed so that could be it. I would change the config to "off" since it supersedes the in-game options and see if that works
1. As far as i know, No. Ships will only be able to be produced from shipyards which will be built on space stations. It would be cool to have homeworld style carriers that make fighters on the fly but sadly it looks like ship production will be a dry dock thing. Then again we will be getting...
ya, Damage Pulse+Missile is broken atm. from my understanding its was suppose to shoot multiple pulses in a spread. If Damage pulse ever deals constant damage while the pulse is active then that could be extremely deadly
the mass-to-module ratio of jump drives is pretty extreme. your ship would need to be comprised of like 70-80% jump drive modules just in order to have a super fast jump charge and thats not including the power requirements. extra jump drives can allow for a quick chain of jumps while also...
i haven't seen anyone do this yet but i have plans to make a pirate ship that does just that.
Thing is I know exactly how to do it but I'm just waiting to see if we will get an improvement to the AI soon that will allow them to trigger logic when they go after a target (I know some one already...
unless it changed recently I'm pretty sure that adding blocks in combat both increases mass and Max HP but does nothing for your current HP.
(explains it at 1:03)
just tested the damage pulse and they finally move along with the Ship!
however this buff is off set by the fact that the pulse origin has been moved several blocks in front of its origin block. also damage is still dealt from the center of the pulse outward meaning that when i ram somebody...
it will add mass and increase your max armor HP (Not your current) but unless your ship is really small then i don't think its going to be a big problem
what about personal time based signal jammers for astronauts? say activating it gives you 5-10 secs of invisibility to turrets but has a 120...
wait shouldn't the build inhibitor be a weapon that you fire at a ship to cause a ship wide anti-building debuff? cuz I may not be able to build near a boarding party but i sure can flood a hallway with 20-30 blocks deep walls of advanced armor to stop them
along time ago there was mention of vehicle cores as well as "Hover blocks". But that was over a year ago on the old website so imagine its no longer planned.
however, if planets get optimized so they can be made even bigger without impacting computer performance then perhaps ground vehicles...
it works just fine. did it as a proof of concept so it lacks some finer tuning such as the orbit more closely matching the planets rotation as well as it not have a realistic elliptical orbit. I also had to crank my draw distance to 20,000 just to be able to see the moon from the planets surface...
Schine, I got your moons right here
made using rails sunken into the planet core. The moon itself even spins on its own axis, although you cant see it here
or you could dock a ship to your homebased plate then build plex doors around the planet like a sphere. you basically transfer the home base protection through one ship that covers the entire planet
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