Personally, I think that each voxel should have a number of hit points based on its material, instead of a number of hit points per object. This means that instead of a plate resisting until its HP were reduced to zero, each voxel would resist incoming damage, and would vanish if its damage was...
For the "struct" part, it might be better to have fast=less muzzle speed and damage and slow=more muzzle speed and damage. Perhaps fast generates heat too, which if not removed, causes temporary jams.
I have seen while playing Starbase that a beam's strength is dependent upon its length: shorter beams are not as strong as longer beams in the game. This doesn't make sense to me. In real life, a beam's linear compression/extension strength is proportional to it's cross-sectional area, and its...
Uh... Is that saw's blade supposed to be rotating? If so, it seems that the sparks are going the wrong way.
A demo saw like that would have a blade that rotated top to front to bottom, so that if cutting a vertical object, the rotation of the blade would help support the weight of the saw...
My take on warp lane gates is that they would muliply the ship's effective velocity inside the warp tunnel by some factor that would be higher for larger, longer-ranged gates, but inside the warp tunnel, the apparent velocity would be no higher than normal.
While I am also opposed to shields as a protective field covering an entire ship, there is an alternative: directional shields.
Directional shields would function like a weapon, in that they project an effect ahead of them that largely or completely neutralizes incoming fire from a particular...
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