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    1. Mikeyike

      Tertiary Effects for Warheads

      I feel like we said the same thing but you gave actual numbers on it's 'set' distance Except for the core part, thanks for clarifying that.
    2. Mikeyike

      Suggestion on repair mechanics in general

      No doubt. That being said, if you're in the middle of deepspace with home far away, a mobile base is still better than no base.
    3. Mikeyike

      Warhead Railcannon R&D

      Me and my friend have done this, very recently in fact. Refer to this thread if you'd like to garner some support for torpedo effects and the like. Tertiary Effects for Warheads
    4. Mikeyike

      Suggestion on repair mechanics in general

      The idea of using a preset blueprint to remember an object's design and materials has been done before in another game, which I cannot remember, but all in all is a must have for a space build game that incorporates a lot of building and complex systems of either logic/subsystems that cannot be...
    5. Mikeyike

      Tertiary Effects for Warheads

      We did some more testing and concluded that guided AI missile function, but very poorly. They will orbit around a set distance between the ship's core and will not leave that orbit to do anything else. You can guess that it may function better against large ships with huge cores as it attempts...
    6. Mikeyike

      Tertiary Effects for Warheads

      My suggestion is as the title says: adding the effects of the weapon systems to warheads to allow for more complex explosion types. Ion effect comes to mind, so you essentially have a massive EMP bomb. Overdrive might make a single block into a nuke. Explosive might help in the radius, but not...