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  1. Burnside

    What will Ship weapon ammo storage look like?

    At the least, I'd assume that a broken ammo feed would spill out ammo much like propellant, and/or have a risk of sympathetic explosions along the feed line, especially for flak or plasma feeds, all the way back to the 'box magazine', whereas a single magazine attached directly to the weapon...
  2. Burnside

    What will Ship weapon ammo storage look like?

    Yeah, currently everything but the laser cannon needs its magazine unbolted, the mag replaced with a fresh one, bolt the new mag in, and go about your day. LC is the only thing that will quote/unquote "slowly recharge" directly from the power feed. It kinda puts a need on having railcannon or...
  3. Burnside

    Hyperlane Infrastructure, Endgame Travel

    Dunno, I dislike the hard-limit ranges and omni-directional lane generators, way too far on the gamey end of the spectrum. The idea behind having a fuzzy definition of where the hyperlane ends is to give players: 1) an exploratory task in setting up the infrastructure, dial in the power just...
  4. Burnside

    Hyperlane Infrastructure, Endgame Travel

    Hyperlinking every lane generator within range would get messy fast. At the very least add in the "unwarp wall" from my system and have it scale with the generator's power. That way your tangle of hyperlanes run into large "warp-in" points at the edge of station space and the increasing...
  5. Burnside

    Warfare and Anti-Piracy

    Always put an armored turret system on or near your engine/propellant block.
  6. Burnside

    Warfare and Anti-Piracy

    Convoys are just "more boxes to loot" unless you have an armed escort for them to cluster around. If piracy is bad enough, it'd be better to not only put a basic armament on cargo ships, but also attach a combat group to them. Once engaged, the pirates must deal with the escorts and also have to...
  7. Burnside

    Hyperlane Infrastructure, Endgame Travel

    Part of the reason I use mechanics like random instability, is to allow conventional travel to retain value, especially if one has to plan for falling out of a hyperlane accidentally. Further on the issue, as a modular system, instability softcaps the range on each lane and makes setting a...
  8. Burnside

    Hyperlane Infrastructure, Endgame Travel

    Updated reply
  9. Burnside

    Hyperlane Infrastructure, Endgame Travel

    You can make a static gate with three pylons and the only other piece you need is a node generator, the lower end cost should be high enough that we don't have hyperlanes running everywhere and causing navigation hazards, which is where the Node Generator comes in. And when i say warp, i just...
  10. Burnside

    Drestructible Endoskeleton Buffs/Consumables

    Honestly, i'd prefer that there be customisables, but as far as I've read from the devs all we have (atm) will be purely cosmetic armor sets. Long-duration "cooldown-installed" consumables is an attempted compromise, for instance the Extra Armor item basing its applied values and drawback on...
  11. Burnside

    Wargames

    All you really need is the paint rounds, plasma load defocuser, and "thermal etching" laser lens mods, the rest is all just organisational stuff.
  12. Burnside

    Optimal station defences.

    Here's the thing, stations can mount railguns too and safezone doesn't protect the enemy from the station
  13. Burnside

    30 Person Developer Battle

    I'm noticing you guys seem to have trouble engaging in firefight beyond sub-100m distances, is this intentional or do you find engagements around 200-600m difficult?
  14. Burnside

    Optimal station defences.

    You can slave a bunch of turntables to a primary gunner position, manned firecons exist on the Lictor and Lancer
  15. Burnside

    Fighter Wing mounted weapons

    That data is old, but the velocity did get kicked up from 1000 to 1200-1400
  16. Burnside

    Fighter Wing mounted weapons

    If you noticed from the dev videos, they're almost always within a few hundred meters and more often then not probably within knifefight distance (<100m) at those points when enemy ships are taking up good portions of the screen. Mind you, the fighters are also roughly the size of biplanes as...
  17. Burnside

    Fighter Wing mounted weapons

    You could probably write tier2 or tier3 yolol script to set the toe-in angle automatically based on the rangefinder reading and have a button to set the guns to a perfect 90deg. The real question is whether you want to spend the mass on the necessary turntables/hinges and stub-wing outrigging...
  18. Burnside

    Hyperlane Infrastructure, Endgame Travel

    Working from the premise of warp travel working by way of creating "highways" in which speed is unrestricted until an impedding object triggers the anticollision dewarp feature, I presume Hyperlanes are generated from a large, energy-intense, station-based system composed of several...
  19. Burnside

    Yolol USB-SD/Reader

    Essentially a very small YOLOL chip that only holds 2, 4, or 6 lines of code based on tier (the higher tiers also have the enhanced code functions) with a similarly small chip reader that's unobtrusive and easy to place anywhere, perfect for things like access keys or any other function that you...
  20. Burnside

    Burnside's Design, Defence, and Defenestration

    I'm a fan of many things space, engineering, and military; function is the best form.
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