Search results

  1. Space mines

    Bolt a reciever, rangefinder, and missile rack to some asteroids with a cheap YOLOL chip that just launches the missiles when the rangefinder is tripped, and disables the launcher when a specific transmitter is in range. Now you can move through the asteroids safely but anyone that isn't you...
  2. Respawning, offline binding, cooperative play, and exploration

    The two things you just listed are already illogical physics. They're illogical because a video game needs to make concessions in the simulation to account for the fact that its users only spend a minority of their time in the simulation. How is the ability to actually log out anywhere that...
  3. Not sharing ship blueprint rights

    Designing a ship is a time, labor, and quite frankly intelligence intensive process. Even in a theoretical system where the only blueprints are available are infinite use transferrable copies people would most definitely buy a blueprint simply to avoid having to do all that work on their own...
  4. Not sharing ship blueprint rights

    "Plagarism Checker" is not only a terrible idea, its pretty much a non starter from a design standpoint. First, the most efficient designs are going to tend to be very similar even without two designers looking at one another's ships. Secondly how do you even define "Plagarism"? An exact copy...
  5. Possible Idea For Combat Drones

    I wouldn't even attempt to build something to "scan" for the ore. You run in to the same problems as combat drones. This implementation of a mining drone isn't really "mining" in the same way your typical mining drone is. Its basically just a giant jackhammer that turns big rocks in to smaller...
  6. Torpedo Boats

    The point here is that when you're designing combat or engineering systems and balancing them you need to balance them under the assumption that all players have easy access to them. Once you're satisfied with the engineering/damage tradeoffs THEN you determine the materials or manufacturing...
  7. Not sharing ship blueprint rights

    The point of blueprints is to make ship designs a transferrable commodity so you DON'T have to visit the ship's designer every time you want a new one. Your suggestion makes them entirely pointless, and makes working as a ship designer worthless if you're not also manufacturing the ships. That...
  8. Torpedo Boats

    I am. You know why they had to nerf Titan doomsdays after they released them, and why they now require escort to not get effortlessly tackled and killed by a guy with a single frigate and enough time on his hands? They assumed cost would be a sufficient balancing factor to limit their power...
  9. Not sharing ship blueprint rights

    That completely removes the point of having blueprints. The point of a blueprint is being able to quickly build the ship without being a ship specialist, or have bots build it.
  10. Possible Idea For Combat Drones

    1000m range is significantly longer than I thought, which is great, but yeah, as I broke down above even an unlimited range rangefinder is going to need multiple other data inputs to even establish a viable coordinate system for automated navigation sufficient to engage a target in combat...
  11. Possible Idea For Combat Drones

    What you're missing is that rangefinders can't rangefind far enough for it to be practical, as I stated above. We have been told they have extremely short ranges (if I remember correctly something like 30 meters max)as they are primarily used for automating close range elements like factory...
  12. Possible Idea For Combat Drones

    If you were to try and build a drone, the problems you would face are: Your drone's brain can not update any of its internal variables more often than ten times a second. (0.2 second YOLOL speed limit) This makes any kind of high speed operation extremely difficult, if not impossible...
  13. Not sharing ship blueprint rights

    Every ship in the game is made from a collection of parts, and those parts have clearly visible connections once assembled. All someone needs to do to copy any ship design is eyeballs, the building tools, and time. There are no secrets in ship design unless nobody has a chance to take apart the...
  14. A Pirate or Exiles station

    Only if the station was within their sphere of influence or had something valuable or tactically important. There's really no point in raiding a neutral station if it takes six hours to get to in the ass end of the solar system and does't have anything you want. Best way to set this up would...
  15. Not sharing ship blueprint rights

    Blueprints are just a matter of convenience fees anyway. Anyone that buys and assembles a blueprint can recreate your design with 100% accuracy as they have all the time in the world to reverse engineer it. The core mechanics of the game prevent you from having any sort of real trade secrets in...
  16. Weapons economy

    All this licensed blueprints talk is an overcomplicated solution when an existing system could be leveraged in stead. The simplest solution is to increase the materials cost of small arms and small arms ammunition and use the existing faction standing mechanism to handle smuggling and arms...
  17. Stealth Technology

    Unnecessary. There's no way other than eyeballs to detect nearby ships, and space is vast and three dimensional enough to allow a 'stealth approach' in a large number of ways. Literal invisibility would amplify the already difficult task of finding enemy ships to such a high degree, and any...
  18. Respawning, offline binding, cooperative play, and exploration

    I don't think its unreasonable to expect "invincible log out" mechanics when they're already in the game in the form of docked ships. They exist to cut server load by making sure people are incentivized to NOT have their ships be persistant, and to make sure people have a reasonable expectation...
  19. Respawning, offline binding, cooperative play, and exploration

    This doesn't solve the primary issue facing explorers versus station sitters. Namely, getting your entire spaceship trashed/looted/stolen while offline. This would be like adding a "ship theft device" that you can use at a safe station that only works when the user is logged out. Is it less...
  20. Respawning, offline binding, cooperative play, and exploration

    Replace "pirate" with "other exploration ship that happens to be online" if that helps. The basic point being if docking at a station is the only way anyone can safely log out a spaceship there is what seems to me an unreasonable expectation for explorers to be online 24/7 while people living...
Top