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    1. Valiant70

      Better Atmosphere!!!

      Until within five blocks of the surface, my character is not pulled in by planetary gravity. Gravity does need work whether it is actually expanded or not.
    2. Valiant70

      Breaking the e/sec soft-cap

      You're way behind the times. Actually, added power drops off rapidly after 1m e/sec, and has been that way as long as I can remember. Krazykat is quite right. You can use logic to fire the powersupply beams continuously.
    3. Valiant70

      (My Amazing Ideas for) Planet Life and Planet Variation

      YES to viruses/microbes/parasitic thingies.... AND medicine obviously. Please add medicine to the game along with them. There could be cures, which might take a particular amount of time to take effect, and pain/dizziness/etc medications to reduce or eliminate symptoms in the mean time. I...
    4. Valiant70

      (My Amazing Ideas for) Planet Life and Planet Variation

      What I would really like is to be able to have a non-human avatar with a different model/mesh/whatever. I suppose a character creation system would have to be implemented then, though. They might be restricted to humanoids, or not, whatever. Only being able to change your skin seems too...
    5. Valiant70

      Better Atmosphere!!!

      Yeah, atmospheres need some work and this would be a start. Also, while you're at it, how about FIXING THE DANG COMPATIBILITY WITH INTEL GRAPHICS CARDS so I can see the improved atmosphere properly? It doesn't even work as it is now.
    6. Valiant70

      Possible to roll while not in a ship.

      Good. I like the disorientation of not knowing which way is up in space unless you press the button to align to standard orientation.
    7. Valiant70

      Don't punish decoration, give deco blocks zero mass and HP

      Sometimes I like to put computers, lights, etc IN the wall instead of on the inside of it. If this were implemented, it would make decorative interiors weaker and a greater disadvantage than they already are. No support for that. I do like the idea of massless tetras though.
    8. Valiant70

      New and Improved Celestial Bodies

      Hopefully it'll be optimized better by then. Still, there's only so much optimization you can do.
    9. Valiant70

      New and Improved Celestial Bodies

      I don't think there's a way to do that with volumetric rendering without lagging the snot out of most people's computers.
    10. Valiant70

      New and Improved Celestial Bodies

      Uh... Might be just a little excessive, but cool idea. Well, it wouldn't be a star system if there's no star, but I guess having a nebula out in the void with a rogue planet and some creepy freaks would be cool. I did mention the idea of rogue planets, and I know there's a creature system...
    11. Valiant70

      New and Improved Celestial Bodies

      When I have a bit of time, I'll start editing some of these ideas into the original post.
    12. Valiant70

      New and Improved Celestial Bodies

      DANGIT! I manually indented lines with spaces to separate topics and subtopics and this lousy forum software ignored the spaces. I'll have to edit this later to make it make sense. EDIT: There, I fixed it. Thanks for the info, Megacrafter. I hadn't noticed the buttons.
    13. Valiant70

      New and Improved Celestial Bodies

      I saw a thread recently outlining an idea for changes in star systems, but didn't like the suggested changes at all. However, my ideas are so different and extensive that I thought it appropriate to make a separate thread. TL;DR: Star systems are kind of boring, so we should add the...
    14. Valiant70

      NPC 'controller block' for custom and current stations.

      The NPC types need to be implemented for crew members you can hire and station in your ship, but I think it's reasonable that they should only be able to respawn on board a station.
    15. Valiant70

      NPC 'controller block' for custom and current stations.

      A very well-thought-out suggestion. All of this should be implemented exactly as you described.
    16. Valiant70

      A new Turret accuracy mechanic.

      I think realism is the best way to achieve balance. Intuitively, a larger turret should be less accurate than a small, light one. It would be most realistic to reduce a turret's accuracy based on its moment of inertia, but that's probably too CPU-intensive to calculate, so basing the accuracy...
    17. Valiant70

      Destroyable missiles

      Every form of offense is indirectly a form of defense, but I get what you mean. It's kind of like a shield that can shoot things too.
    18. Valiant70

      Destroyable missiles

      It's called a pulse-slaved missile with punchthrough effect. It's already in game, and it's a serious bad boy. If interceptors are implemented, we might still need to buff it a bit, though.
    19. Valiant70

      Destroyable missiles

      Once again, if interceptors become very effective at all, missiles will need to be buffed a good bit for balancing or they will become depreciated.
    20. Valiant70

      Stabilize Cloaking/Jamming

      I don't think the solution outlined here is a good idea because it might not work well with ships that rely on large power tanks for a minute or so of cloaking. Client/server communication just needs to be fixed/improved. This is a bug, and belongs in a bug report, not the suggestions forum...