Jump to content

Vrmithrax

Members
  • Posts

    5
  • Joined

  • Last visited

Everything posted by Vrmithrax

  1. The Fighter command still seems to be broken, in the same way the turret spawning was. For instance, I can't spawn a salvaging fighter, no matter what I try - anything above 12 (or even listing it specifically as SalvagingLaser) just spawns a Force Fighter. I imagine it's the same issue as the turrets, with the enum list being all out of whack?
  2. If you balanced them out by making heat sinks very massive, so there is a noticeable cost in maneuverability/speed/etc. it would help discourage the "ship is one big gun and a bajillion heatsinks" trend.
  3. I would have to agree in general on adding the complexity of thermodynamics, you start crossing a threshold into simulation vs game when you start throwing too many management-heavy parameters into the mix. That said, I would NOT be opposed to very basic and general thermodynamics, keeping them very vague and non-intrusive. I'd use something like the basic heat mechanisms that games like Mechwarrior have used in the past. For example, add a heatsink block that will dispel X amount of heat (volume based), make it fairly heavy, and then tie it to just certain ship functions. The engines and thrusters are very "ion-like" so you can assume they are ejecting heat as plasma during their operation (to make it simple), and their heat impact might be minimal. Except when you have the afterburners kicked in. Then make things like weaponry, mining and salvaging, etc. generate heat. Generate too much heat, fill the heat sink bar, and weapons and afterburners are unavailable until cooldown is achieved. Something along those lines, with it staying basic and having a risk/loss weight when deciding if you want to add sinks, could add a little finesse to ship building. Anyhow, that's my thought... I think it could add some depth, just have to be careful that you don't dive too deep and scare off people that can't swim well. ;)
  4. So, with all of the running around that can be done in this game, I was contemplating one piece that would be handy at times: a quick trip home. I didn't see anything quite like this in my searches of existing suggestions, so... What I'm proposing is something along the following lines: Set a "Home" Sector (maybe a beacon required?) When travelling, allow triggering to create a temporary wormhole to "Home" Travel through to warp as normal, notice a wormhole rip remains at "Home" Do your business at "Home" Move back through the wormhole rip to warp back to previous location Wormhole collapses on both ends The idea is that we have a quick method to go back to a specific location, then return to where you were. The idea came about as I was accumulating massive numbers of turrets and other items that I wanted to research and convert to better items, but getting back to a lab could take forever. Being able to set the sector with the feature you want (R&D lab, specific turret factory, etc.) as your "Home" would be a welcome addition. There are some balance points that could be used for it, to avoid exploits. Like make it a one-time use only - maybe a module you have to install in your ship that disappears after the return trip. Or perhaps a block you have to build onto the ship, with a massive cooldown/recharge time and/or huge ore fuel cost for each use. And only allow one active "Home" portal open at a time.
  5. So far, this one is my biggest wish... The Newtonian behavior is already in the game, just let us disable auto-braking so we can coast. My poor W key (and a few fingers on my left hand) will thank you!
×
×
  • Create New...