Jump to content

Tajin

Members
  • Posts

    25
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Tajin's Achievements

0

Reputation

  1. Yes, but their usefulness is rather limited right now due to them getting unloaded/inactive when you're not in the sector.
  2. Hull blocks have no purpose ? :o They're what keeps your ship together. How is that not important? Anyhow, I wouldn't say that any of the modules are really useless. It mostly depends on the situation – modules can give you great flexibility there. If shipbuilding and modifications in the field get a bit more limited/costly (which I really hope for), then that flexiblity will become even more useful. While I also wouldn't normally use cargo-modules, they can certainly be handy if you have to quickly expand your cargo capacity without modifying the ship. In my eyes the modules have a similar role as energy-redistribution has in some other games. I do agree though that some special blocks for turrets could be useful. Maybe not to modify the number of turrets but there could also be blocks that modify the turrets placed on them in some way. (like making them bigger)
  3. Sounds good but that has nothing to do with how the crew for turrets is handled – that seems fine to me the way it is now. Basically you just need a way to assign targets to independent turrets.
  4. Not sure what the benefit of any of that would be. ??? I think its fine as it is.
  5. That is exactly what already happens anyway, when they have other ships in the sector.
  6. You are right, for the most part. Moving closer to the core in an underpowered ship is a bit risky (and also takes longer due to lack of jump-range). If you get killed on the way, you're back to where you started. I'm also not too happy with the magical resource transferation. I'd normally consider transportation to be an important part of the whole mining process.
  7. Yup. I always go only for special blocks when I have a lot of wrecks available for salvaging. Its a nice system that way though, makes salvaging less dull.
  8. Nice, this was really needed. ;D Buying large throw-away mining fleets at the beginning make things way too easy.
  9. At least they don't have pilots like "Chuck Norris" or "Tyler Durden" flying around, like in a certain other game. ::)
  10. You can find plenty of those rocks if you really look for them. They're a great way to make some quick money and reputation by selling them. Even found a system with three of those yesterday. It would've made a fine place for stationbuilding, except that the system was too remote and hard to reach (cornered by rifts). :-\
  11. You have some typos in there (in the material names even) but the text itself is really nice. 8)
  12. All materials that you or any ship in your fleet mines are automatically transfered to your account. (magic)
  13. Agreed, the resource costs feel very reasonable now. However, I also agree with Kane. Beeing able to build everywhere is a bit weird. So why not handle building the same way as repairs? Build near a shipyard and it costs the same as it does now. Build in the middle of nowhere and it gets a lot more expensive. (btw. it would be good to know the emergency repaircosts in advance) To make things a bit easier, it could also cost less if you're near any kind of station. (just not as cheap as the shipyard) Making sure that new players always spawn in a system with a shipyard shouldn't be a problem I'd say. ???
  14. Tajin

    Scale?

    Check your ship-stats. It tells you the volume in ccm there. You should be able to derive the dimensions from that.
  15. See it the other way around: Without the integrity fields, you would basically get punished for building detailed ships. Maybe the I-fields shouldn't connect to each other and grow less effective (use more power) when you make them too big. That way the tiny details can be protected but you could still destroy chunks of the ship.
×
×
  • Create New...