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  1. Burnside

    Station Siege Mechanics

    I'd point you at my v3 thread, Zistack for a concept that hits all the technical requirements while being more open-ended in execution.
  2. Burnside

    Station Siege Mechanics

    FFS, really? Then there isn't even a point in having siege mechanics, safezones should just stay on permanently. There's no point in trying to compromise if that's your best answer.
  3. Burnside

    Station Siege Mechanics v3.0: Burnside's Hybrid Revision

    Salient points 1. Integrating economic zones sounded interesting, depending on how they work relative to player stations reverting to a basic range with or without some type of enhancer module might be more appropriate. 2. Cost of wardec is making the siege station vulnerable with the reprisal...
  4. Burnside

    Station Siege Mechanics v3.0: Burnside's Hybrid Revision

    Core conceit: invading forces use a large structure to enable siege gameplay Primary goal: merge the standard safezone mechanics with Recatek's siege mechanics while keeping the spirit and intent of both Secondary goal: create opportunities for "grand strategy" and enmesh sieges with various...
  5. Burnside

    Station Siege Mechanics

    So the inhibitor, in your vision, is a station that's not a station, needs to be towed around, and now has be captured with infantry to be stopped? Where's that part about it needing a corrosion bubble so it can't be protected by a civilian shell-ship? Like, if you need to cap it to stop the...
  6. Burnside

    Station Siege Mechanics

    I still reject the inhibitor mechanic in favor of the fleet ratio mechanic, I might be amenable to siege windows, but it's super-gamey and I'd rather avoid it in favor of literally anything else that could work in its place. In making an attacking fleet, which is needed to trigger the siege, a...
  7. Burnside

    Station Siege Mechanics

    When engagements get hyper evasive and form an ouroboros it's a signal neither side really wants to fight and they should disengage, forcing the gameplay into a configuration where it must conclude in victory or defeat is not only stale, it breeds stupid tacticians.
  8. Burnside

    RAMBO ALLIANCE [PVP ONLY] - ARK VETERANS - 2 YEARS STRONG

    Y'know... they could seriously provide decent test data for any of my designs if their... haha, reputation is anything to go by.
  9. Burnside

    What is the addicting part of an game for you?

    building, designing, processing/mining, moving troops across a battlefield according to a plan that died when we made contact with the enemy? such is good in life
  10. Burnside

    Illegal goods and smuggling

    The only other kind of smuggling is shipping goods through a battlefront, but that requires two companies as large as factions (or large alliance of them) to be able to create an interdicted front. And even then the offense would be shipping through the front without having permission, so your...
  11. Burnside

    Space Drag?

    Good point, my reference is mostly Warthunder and their derived stats, if pressed I would've dropped my upper range down to 200m/s- but, and this is the best part of your point, energy loss while turning/climbing would bring things down a lot closer to 100-150m/s and the way space jam and...
  12. Burnside

    Space Drag?

    Because it covers the speed ranges applicable to all of WWII combat, which is generally where the fun-zone is for dogfighting. 150m/s is the beginning frame of reference for that zone.
  13. Burnside

    Planets, Rovers, and Other things

    it was probably lauri on discord or somebody quoting him, all that was said was that wheels with continuous tracks would be easy to do, no other details
  14. Burnside

    Nebula Mechanics

    free-floating particles or "voxel cloudlets" might be a better approach than simulated gaseous airtightness checks, I like that- as for raycasts, maybe some kind of transition potential between the particles and/or certain ship systems, so instead of being directly targeted all the time you also...
  15. Burnside

    Infantry Combat

    pre-fire beam only makes sense on stuff like a spartan laser-esque design, everything else isn't internally consistent- however, I can see the plasma rifle having some kind of visible static field for a half-second between hitting the trigger and firing, rockets have a lower velocity and a...
  16. Burnside

    Planets, Rovers, and Other things

    devs have already stated they can implement tracked wheels (possibly with some kind of dynamic track linking feature) fairly easy, it's just a matter of how far down it is on the priorities list
  17. Burnside

    A take on energy shields - say no to bubbles

    they'd work like triangle thrusters, additional device bases hooked up to a single "meta-plate" would only be there for increased anchoring and power-supply redundancy
  18. Burnside

    Space Drag?

    agreed, the expected geometric increase of thrust requirements to meet the speed cap should continue doing that job of controlling how many ships reach maximum velocity decently
  19. Burnside

    Planets, Rovers, and Other things

    Less a gas giant and more like a ringed Venusian or Hot-Earth, so trying to land on Eos probably means flying into chemically-active diamond storms, which completely justifies it being a kill-zone.
  20. Burnside

    Space Drag?

    I'd love if performance increases could get us up close to 300m/s, but we laready have the problem that missiles (rockets) travel at 150m/s and torpedoes are slower and seem to be the first type of self-guided non-player "ship" (that explodes (intentionally)). Raising the speedcap means...
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