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    1. ltmauve

      Read by Council Fleet command-toggled inner ship remotes

      Allow inner ship remotes to be activated by fleet commands. For example, I could link my hanger doors to "recall" so they would open when I recall my fighters. Syntax would be to end the name of the remote with <command>*, so say "recall*" or "minesector*" This command would not show up when...
    2. ltmauve

      Implemented Adjacnet logic for rail dockers

      Simple: Have the rail dockers activate adjacent activation modules and buttons. Useful for airlocks and drones. Also allow us to undock the rail dockers by sending a high signal.
    3. ltmauve

      Recognized by Council New Territory System

      So, as we know, there are some problems with the faction territory and FP system. First, it discourages claiming more territory. Second, claiming a system is easy to do but difficult for an enemy to counter. (because the claiming faction block can be anywhere.) FP (Faction Points) now come from...
    4. ltmauve

      Master indicator frame

      Y'know when you select a logic block and you want to find out what's feeding into it and you can't? Display a glowy bouncing green frame around any blocks that are currently a master to the current block (like the purple frame around blocks that are slaves to it.)
    5. ltmauve

      Logic through jump gates

      Pretty much all said in the title. Whatever method allows logic across docked entities (when that becomes a thing) also gets adapted to allow logic between stations linked with warpgates. For doing things like controlling an iris on both sides, warning lights for announcing an incoming traveler...
    6. ltmauve

      Change armor to division instead of percentage

      Right now armor is percentage-based: Each block type has an armor value, and that determines the percentage of damage that is ignored. I think that armor should be a division-based system, damage getting divided by the block's armor value instead of having a chunk taken out of it. Here are the...
    7. ltmauve

      Ltmauve's shielding suggestion

      So, because we don't have enough of these around here, I've got another one. Take a shot if you drink. BUBBLES =D First, we add "bubble shields" that only affect a transparent block. Ships will be able to pass through, but not attacks while the shields are up. Their power costs are similar to...
    8. ltmauve

      Recycling mod

      I've started work on a mod that will allow you to recycle old components that you don't want, as well as excess materials from mining, and get resources out of it. The plan: One new factory, the scrapper. Converts all manufactured blocks into scrap variants of the ingredients. (and paint for...
    9. ltmauve

      Make mesh useful

      Right now, the massive amounts of mesh created during manufacturing are practically useless. Making hull of any kind only requires one mesh. The only functional blocks that require mesh are thrusters and reactors, and they only require 10 or 20 of them, compared to 100 circuits in a weapon...
    10. ltmauve

      Bioengineering

      So, in another thread I proposed a new set of resources, and one of the things I suggested that they could be used for is for bioengineering. So now I have to suggest how to do bioengineering. Basically: Analysis, Synthesis, Growing, and Mutating First, you analyse a creature, and get an...
    11. ltmauve

      Read by Council Debris items and nebula

      Rather than have debris drop as little icons that have to be picked up separately, instead they should have a little debris cloud. Client-side it would look like a bunch of dust and random grey shapes, but server-side it would be a little box that doesn't have any collision, with an inventory...
    12. ltmauve

      Overdrive and damping

      I had this thought on how to solve the entire issue about linear damping that usually comes down to "we need a toggle for it." How about overdrive? Any overdrive active on a ship (even just a computer) eliminates damping completely.
    13. ltmauve

      Navigation UI suggestions

      So I've been bouncing around a bunch of ideas in my head about how to redo the UI, and I mainly have some ideas about the navigation part. 1, different types of entities would get different markers on the HUD (both on the ring and in front you) 2, you can tell if a structure is occupied or has...
    14. ltmauve

      Shield recovery

      Right now, there's a mechanic that once a ship's shields go down, they recover after 10 seconds, with no regeneration, meaning they go down again immediately. Instead, shields should recover at out-of-combat rates until they are at 10 or 25% (exact number to be left to Calbiri) but while in...
    15. ltmauve

      Recognized by Council Cameras and computers

      So, a bunch of mentions of broadside weapons, docking cameras, and other reasons for looking off to the side while in a ship have made we want to put this out there. 1. Add chairs or secondary cores or something Just something that control a bunch of different weapons from place, separately...
    16. ltmauve

      Give bonus to non-damage effects

      Right now, we have our push/pull/stop non-damage effects (the others just change how damage gets dealt.) I'd like to see these non-damage effects get a boost with a 100% effect. So a 150dmg laser with 100% stop would get a bonud and wind up with 300 force.
    17. ltmauve

      Switchable weapon boosts

      Here's the gist of this suggestion: you can combine full three-computer (or partial) weapon systems to get flight-mode switchable bonuses. Why would you want this? More flexible tactical options. You could have a sniper rifle that you convert into a submachine for close combat. You could have...
    18. ltmauve

      Astrounauts: Movement, stats, and some combat.

      Before we begin this wall of text: I am aware that these are things which are planned to be implemented in some form in the future. The devs have a list of features that they want to add. However, if this thread manages to improve that list, that will be good. Movement: Two modes for space...
    19. ltmauve

      Thrusters, cruising and docking, and acceleration curves.

      The devs, nearly a month ago, put out a proposal of their vision for a new thrust system. Here is my modification and expansion of it. 1: "Thrust" should be able to be split between max speed and acceleration. Why? Depending on how you want to fly your ship, you may not worry about max speed in...
    20. ltmauve

      Crystal wedges, no extra IDs needed

      A lot of people want wedges for lights and crystals. This has been vetoed because of concerns about block IDs. However, if we could combine all the block shapes into one, we actually gain IDs. I have determined a method to do this that (based on what I know) works with the current system. Pros...