DotSplat
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Posts posted by DotSplat
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how about updating shields to also absorb physical damage such as running into asteroids. have the damage formula somewhat like the force formula of F=ma. force damage = volume * speed * 1/100. if force damage exceeds shield strength then apply remaining damage to hull. the logic for damage to hull is already there just subtract from shield strength first then hull afterwards.
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how about the level of the gunners having impact on the gun that they're stationed at? un-trained have 40% accuracy, level 1 have 60% accuracy, level 2 have 80%, and level 3 have 100% accuracy. not having enough crew means no auto-targetting for that gun and poor accuracy.
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allow aesthetic blocks, meaning for design, to have variable angles. allow them to tick in 1 degree increments and allow them to overlap. i like the locked rotation blocks but i cant angle them. this would also allow for much easier ship design.
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Does increasing the difficulty in the server.ini do anything? Right now insane is difficulty 4, does setting it to 5 or higher make enemies stronger?
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Can't deliver illegal goods because location is in the inner core. The work around is to abandon the quest and find another smuggler further from the core. ver: 0.15.5 r7663
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How about using boost to also boost thrusters like it does engines? Just like engines boosted thrusters use up energy. I still like the idea of rotatable engines with the stabilizing feature of thrusters. Relatively, a thruster is just an engine but smaller.
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Hyperspace cooldowns and hyperspace calculation wait times
in Gameplay Discussion
Posted
i second this