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  1. CalenLoki

    PVE or AI?

    No plans for hostile AI. Combat is purely PVP. Economy is also planned to be p2p Only environmental things that can actively kill you are things like radioactive nebulas, collision with asteroid, ect. Only sort of AI we'll get are vending machines/auction houses, ect.
  2. CalenLoki

    Can I make a ship that deploys a smaller ship (or tank?)

    It has been. Even well before CA started. As long as you have nothing behind the released object (i.e. external mount or open rear gate), you can do it at any speed (while flying straight).
  3. CalenLoki

    Why Exponential growth and mining lasers could be very bad

    Starter job works only on dev stations, and use "fake" infinite asteroids generated there, not "real" asteroids brought from the belt by someone. Afaik the plan is: if you're far into game, far away from starting zone, all the economy will be purely player-to-player, and not player-to-npc (dev...
  4. CalenLoki

    Any special materials?

    I'd just make Ajatite around 3-5kg/l, and further reduce it's durability. Also it has no direct use due to current properties. Even once we can make glass out of it, it hardly justifies making it the most common material in the belt. Decoration material should be light, cheap and common, so we...
  5. CalenLoki

    Why Exponential growth and mining lasers could be very bad

    While this is valid concern, you're missing one already present limiting factor: to mine asteroid you need to fly to it. It takes time, and the bigger the ship, the longer it takes. So i.e. with small starter miner+pickaxe you spend a minute flying between two asteroids and 10 min whacking at...
  6. CalenLoki

    Is space able to be claimed?

    Afaik initially all the stations will have impenetrable SZ. Until we get some siege mechanics. After that I believe that all stations will be protected from offline griefing. With bigger stations requiring more effort to take it down for siege. And of course having bigger SZ.
  7. CalenLoki

    How viable is boarding ships?

    I counted heavy fighters in small ships. Mostly because they fly like jet fighters. But also because they tend to stay under 20m long.
  8. CalenLoki

    Ship shops

    The idea for final version, afaik, is that ship shops will be run by players. So how much designer earn from each ship depends on his contract with ship owner/manufacturers/station owners(taxes)/suppliers, ect. Current ship shops are just temporary placeholders, so players can get some decent...
  9. CalenLoki

    Round Hull

    That's mostly true. In theory ball has the best volume to surface ratio. But because all the components we have are boxes, it's quite hard tu utilize that. Balls may be good shape for flying in really tight spots (i.e inside a station), as you'll never collide with anything by rotating. But...
  10. CalenLoki

    Round Hull

    I'll just leave it here... You don't need rounded parts. Just enough determination. What we do need is support for frames at 5 degree angles. Makes framing so much smoother.
  11. CalenLoki

    How viable is boarding ships?

    ATM combat ships are generally very small and fast. So almost impossible to board, until they're crippled. There is no piracy (which requires causing as little damage to the ship as possible), because it's too hard to find viable victim. There is no ship-based respawn, so any infantry combat is...
  12. CalenLoki

    Questions about rental lot taxes

    ATM you can't build or own station. But I believe that'll work similar to renting from dev stations. You pay rent to station owner. If you don't pay, you loose the rights for your lot. Assuming that there won't be magically appearing/disappearing buildings, whatever is in the lot when you stop...
  13. CalenLoki

    Update 24.9.2020 (Build 251)

    Would be nice to have "abandon ship" button, to get rid of ships forever lost outside stations.
  14. CalenLoki

    Starbase Progress Notes: Week 38 (2020)

    That's my favourite part! Finally some support for us heretics. I also like weapon rebalance. Would be great to have weapons other than antigel viable.
  15. CalenLoki

    Who would like to see/participate/bet on SPACE RACES?

    Too many and not many enough. Around 20h now. But at least half of it got scrapped because I keep improving and redesigning. And because game doesn't understand 5 degree frames...
  16. CalenLoki

    Who would like to see/participate/bet on SPACE RACES?

    In case you need gates, I'm on a rotary-symmetry spree and can make something for the race. https://media.discordapp.net/attachments/635742331315945472/756894237328670801/unknown.png?width=711&height=672
  17. CalenLoki

    Game generation bugs of infinite galaxies (and worlds)

    We've just got new belt generation system. Thus all we said here about current state of the game became outdated.
  18. CalenLoki

    Are bullets affected by ship momentum?

    Projectiles do not inherit ship momentum. At least those fired from ship-mounted weapons. Hand weapons are supposed to inherit momentum, but someone checked and they actually don't In the video it could be lag as well - as you see those detached shoots on other peoples ships. Physics engine...
  19. CalenLoki

    Game generation bugs of infinite galaxies (and worlds)

    While game world is technically unlimited, asteroids are only generated within few thousands kilometres around Eos. I've seen pictures of strangely regular asteroid patterns. But that was rather close to origin.
  20. CalenLoki

    Generator overhaul idea.

    Current generators are very simple: rigid universal proportions of fuel-gens-cooling, with no place for specialising them. So here's my idea: uncap max values for most generator components and add diminishing returns for overclocking them. Allow balancing between fuel efficiency, energy...
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