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    1. Pacific_Jim

      Inheriting from Docked Objects

      You can't automatically inherit power, but you can put a power supply beam (or shield supply) on the docked entity to get a similar effect. Docked jump drives don't work to my knowledge though, likewise I don't believe you can use docked thrusters to move stations.
    2. Pacific_Jim

      Implemented Automatic Braking

      This is an old thread from before that feature coming to be, that's been bumped for whatever reason.
    3. Pacific_Jim

      Before making a suggestion...

      "Mastered the game" is a pretty extreme way to put it, but the point of knowing how things work before you suggest to change it is mostly still valid. In your example suggesting fleet controls wouldn't really be worth it at the moment, because we don't know how fleet controls work, so either...
    4. Pacific_Jim

      Words of Advice (WOA!)

      Don't ignore the value of good armour, both for defending your ships and building weapons to take on others. (bit of a necro thread, but meh, good advice is always welcome really)
    5. Pacific_Jim

      Dev Blog : February 17th 2016

      Not really. You'd need a massive turret to completely destroy a ship in Starmades engine. Unless their ship is made entirely of warheads, but even then turrets aren't always that reliable.
    6. Pacific_Jim

      The ultimate drone R&D thread

      Thinking about it you're probably right. Hopefully these invisible rails won't cause issues when you put them on a drone rack and retract it into a parent ship. That way you could have retrievable drones and the deployment speed of racks, but we'll have to wait and see. From the sounds of it the...
    7. Pacific_Jim

      The ultimate drone R&D thread

      We don't really know too much about the system currently in the works, other than it using an invisible, massless rail block, so it's hard to say. Pure speculation, but I would imagine you'd use it to return ships straight back to wherever they were originally docked, which would make racks a...
    8. Pacific_Jim

      Dev Blog : February 17th 2016

      This definitely needs emphasising. You can never really guarantee you'll only be using the fleet unloaded, it would be silly to skimp on a ship actually being usable.
    9. Pacific_Jim

      Dev Blog : February 17th 2016

      That's a pretty sizable number of ships. I like it.
    10. Pacific_Jim

      Read by Council Suggestion: Basic, Standard & Advanced Ship Core

      I really don't see this adding to the game in any meaningful way. We already have a method of limiting what a ship can/can't have, namely that you can only fit in so much without making a ship bigger. It just makes it more complicated to make a ship with no real pay off to that complexity.
    11. Pacific_Jim

      Planned Pull the player's head out of their ... chest?

      Can't really argue with this. Whenever I'm exploring interiors it's like playing as a child running around.
    12. Pacific_Jim

      How to do systems In a quick manner?

      I normally break it down into sections, starting from the front. There's no "quick" way, but I find being a bit systematic and organised speeds things up a bit compared to placing at random.
    13. Pacific_Jim

      The ultimate drone R&D thread

      Depending on how fast the new rails are drone racks may still have a use, undocking large groups using rails still takes a while. On a side note now that we have an actual system for carriers confirmed I don't have an excuse not to bother fixing the logic in the one I've been working on. Good...
    14. Pacific_Jim

      Dev Blog : February 17th 2016

      Especially when if actual warfare becomes feasible you're going to want to hit as many fronts as you can.
    15. Pacific_Jim

      Dev Blog : February 17th 2016

      Tbh I'd say just building a bigger ship and brute forcing your power generation would be a preferable option to relying on an outside vessel. Between ships moving around, the risk of the smaller ships being destroyed etc it just doesn't seem like it will ever be worth it. The only real way it...
    16. Pacific_Jim

      Dev Blog : February 17th 2016

      That's two contradictory points to be honest. Docked reactors is a pretty big example of a support tool working how it should. If there's any softcaps in the future (which there should definitely be) getting by them to some extent is going to be the best use for support tools. Otherwise why...
    17. Pacific_Jim

      Dev Blog : February 17th 2016

      It's pretty unavoidable unfortunately, unless you make it so a player has to be present for combat, which prevents things like NPC factions expanding etc. I doubt there'll ever be a system of how good the ship is on paper translating into how good it is in practise. Pretty much everything else...
    18. Pacific_Jim

      Read by Council how to fix fighters vs big ships

      How many ships were you thinking you would need on average to accomplish this? Does it scale exponentially with every other ship firing? Because between the difference between charge/capacity and no indication of how long this would take the 200 shield block number you gave doesn't really say...
    19. Pacific_Jim

      Dev Blog : February 13th 2016

      The actual question is how they would use them, since jump drives charge at different speeds and you want to try to keep the fleet together. Maybe a system where every ship jumps at the same time after the last ship has charged?
    20. Pacific_Jim

      Read by Council Fleet Limits Ideas

      Difficult to comment on really until we actually see how ships work. Especially flagships, which from what was described in the previous dev blog sounded like it was primarily there to be the player controlled ship. If that's the case then multiple would be redundant, since ideally you'd have...