Macet ingot wedge.
Awesome update. One little tweak I'd be interested in seeing would be to allow the capture of faction stations without them becoming decayed.
In the game's current state, better fleet controls would be the best option to counter giant-ism. The concept of crews, while a fun idea, has not been presented in such a way that would benefit players without becoming redundant or overly complex. More work and discussion on crews will be...
I'm aware of that. Position wasn't the problem. As I mentioned before, the sensor detects ANY change in the door's open/close state; which in turn generates a new signal and another change in state for yet another signal. Lather rinse and repeat.
- Area triggers don't seem affected by permission modules. I've had doors with no permission blocks attached and visitors walked right through them.
- The new sensor block has some potential and I experimented with it for a bit but the sensor would detect the door's open state, then send...
I stand corrected. Must have been a Light vs Dark exclusive setting.
Are you saying that you can take over a station and bypass the decayed effect by taking out the faction block?
I've done that before but I think Schine has recently (within the last 6 months) reduced the cost of a new station to 50,000 credits.
Also, am I the only one who thinks it was a lousy idea to make pirate stations automatically decay after you neutralize them?
Yeah, I've actually been shot at repeatedly by people who leave their turrets set to "any". Blew up one of my construction mechs once. That got me thinking of a work-around. As such; while manual fire turrets are not officially implemented, there are ways to accomplish this kind of...
Ummm... excuse me?o_O I didn't quite catch that.
Oh, I understand now. Wait a minute... It's "Mechas" not Mechs. If you're going to tell me it's wrong, don't be more wrong... :D
You can remove your faction block at any time and place it elsewhere without penalty. You will however, need to reclaim the system and set the base as faction home once again. Failure to do these things will cause you to waste resources by mining without a bonus and can lead to a very nasty...
The reasons why stations are under-powered are because they're immobile and because turret AI isn't very bright. Maybe we should increase the power softcap on stations/planets and change the passives to always-on to offset these weaknesses. Failing that, make the turret AI smarter than its...
For a space station:
- Make a faction, use a faction block to apply homebase protection to your station then claim the system for your faction so you get the mining boost.
- Add a plex undeathinator in case you get killed so you don't respawn half way across the galaxy away from your new base...
This...
For further the explanation: if you take, for example; an AI guided torpedo and make it a fleet, then send it to an enemy system to attack. The following problems will arise,
- With no player present the target sector/system is not yet loaded. You can't kill what hasn't spawned...
I've read through some more of the posts. This thread seems to have become more of an argument about scale; more so than just giantism. Proponents of mining bonuses suggest that it's too easy to build a titan and thus giantism is encouraged. Opponents say 'make them work for it'.
In any...
How about they take the same route as aux power? Leave defensive ion, punch, pirce, etc, always on by default? That way, you can make the base as tanky as a ship; even if you're not around.
Schine are you reading this?:rolleyes:
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