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  1. Burnside

    NO Warp Gates? Discussing their potential replacement, Space Highways.

    Yeah, but then you might as well make it a ship system like a warp drive if we're still keeping the same max speed and lowering drag constraints. Having it be a massive and expensive gate for such a trivial benefit isn't worth the cost or trouble to set up. And space drag lacks a consistent...
  2. Burnside

    太阳神(Helios),人工智能文明共同体(Artificial Intelligence Civilization Community)

    Oh, no, expropriation in general is commonly understood. The power of requisition is a necessity of government that is recognized. My question was what the right to be the person that is being expropriated from meant, it's an odd phrasing. Google Translation...
  3. Burnside

    NO Warp Gates? Discussing their potential replacement, Space Highways.

    That doesn't really make sense, they're useless imo if they don't break max speed- fuel efficiency means little when you've got to sit on endless kilometers of spacelane until the end. Aren't you the guy arguing about making mechanics fun and not a waste of time?
  4. Burnside

    NO Warp Gates? Discussing their potential replacement, Space Highways.

    correction SubtleSloth, hyperlanes allow faster than max speed, that's the core utility of having them, efficiency is increased because you're going really really fast and the gate system creating the hyperlane is paying the power cost
  5. Burnside

    太阳神(Helios),人工智能文明共同体(Artificial Intelligence Civilization Community)

    I understand you're still searching for translators, so I'm making the assumption your translations are still work-in-progress. Can you explain in more detail what your wiki article describes as "the right to be requisitioned" under the player/guild member rights section? "Right to be...
  6. Burnside

    NO Warp Gates? Discussing their potential replacement, Space Highways.

    or a big space hot dog bun, if we're going by anything like the old gate assets- the concept of a ship that carries a short-range gate of whatever type is cool, but it also feels really close to high technology that you shouldn't see much because it's both limited and expensive, making it...
  7. Burnside

    Possible Griefing Mechanic

    Station owners have certain management tools to deal with problems like ship-littering. Trapping a ship isn't likely to be easy since landing pads move ships into a storage space, likely part of the station inventory, and landing pads have some form of instancing tech to allow many people to...
  8. Burnside

    Station Siege Mechanics

    Safezones prevent damage effects, impacts, and weapons fire within their zone of effect. Military ships, under dev statements, are ships with a military transponder, that's it, they don't need to have guns to be classed as military. Safezones never protect military ships from damage, friendly...
  9. Burnside

    NO Warp Gates? Discussing their potential replacement, Space Highways.

    Ship gates would be part of the capital ship, and wouldn't help the capship redeploy at all
  10. Burnside

    Weapon Expansion, a few ideas for more anti-ship weapons.

    That's what the rail mortar is a short range super-big railgun with barrel extensions/speed upgrades
  11. Burnside

    NO Warp Gates? Discussing their potential replacement, Space Highways.

    Disagree, that's where it'd be needed the most. Small stations are the least defensible, especially where it's company's only station because of low membership. That's also why I like scalable siege mechanics where cost of entry is low to moderate but the cost of combat scales proportionately...
  12. Burnside

    Can You Hide Thruster Plumes ?

    Bit of an oof.
  13. Burnside

    Can You Hide Thruster Plumes ?

    my thoughts exactly, it does sort of make a large ship very fragile and space-inefficient, but then "stealth ship" fragile and inefficient sounds like something prototypical of the role
  14. Burnside

    Shipyards and ships under construction.

    There's also the idea of having modules, section, or sub-assemblies fabricated in a factory-style setting and shipping those to a yard for final assembly into the full ship. The advantage in tiered assembly like this is discrete parts of the ship are designed for removal in large chunks, so...
  15. Burnside

    Can You Hide Thruster Plumes ?

    you can reduce the plume, certainly, but outright hiding it requires really deep installation, so something like the valiant or centurio would have to place its thrusters almost totally toward the nose to hide a good portion of the length
  16. Burnside

    NO Warp Gates? Discussing their potential replacement, Space Highways.

    I think the anchoring and the safezone are separate mechanics. Anchoring is what lets them get so big without burdening the physics engine.
  17. Burnside

    Station Siege Mechanics

    Ah, okay, that's still 4 visits per hour for three hours to do a checkpoint objective to maintain optimal "siegeing-ness" Just applying the corrosion effect to the active module(s) and having the inhibitor construction give you the option to install heavy shielding to protect the inhibitor's...
  18. Burnside

    NO Warp Gates? Discussing their potential replacement, Space Highways.

    Given even the smallest style of gate concept, the acceleration/hypergate is still technically the sizr of a station, ship-mounted microgates would take like most of the space in a 300m dreadnought hull to service things like strike craft and toss them out to maybe 10-30km. It's a supercool...
  19. Burnside

    Weapon Expansion, a few ideas for more anti-ship weapons.

    Somebody suggested either a heavy-mount (i.e. railcannon tier) or multi-part (rail mortar tier) version of the Reaper Cannon, call it the "Reaper Loom Cannon" or "Reaper Weave Gun", big giant whipping threads of nasty energy beams
  20. Burnside

    Warpgate Concepts Revised (Yet Again)

    Based entirely on a recent discussion in the discord, rewritten faithfully to the conclusions found there: Two types of gate ought to exist: Warp Gates and Hypergates TL;DR: Hypergates are cheap short-range fast-travel that can't support lots of traffic, are more easily pirated, and are like...
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