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  1. CalenLoki

    How to reload Mounted weapons?

    You need to manually change the mag. Spare mags are stored physically, like most other objects. Only laser cannon can recharge itself, but it's rather slow: 2s (or 4s? Not sure) per shoot, so several minutes to fully recharge.
  2. CalenLoki

    Infantry Combat

    Definitely different things. IMO fast combat doesn't synergy with battlefield engineering too well. I'll use two games as and example: Ace of Spades classic (currently called Build & Shoot) has slow movement and very fast TTK. So the battle is pretty much won by the person who start firing...
  3. CalenLoki

    Station Siege Mechanics

    Another side idea: What if inhibitor isn't single use? What if in case of successful defence inhibitor change hands to defenders, who can use it to retaliate. Successful attack should still make it (and the core) go boom. It's a price for forcing defenders to show up. He stated between 36 and...
  4. CalenLoki

    Starting job/advanced tutorial: Ship assembly hall.

    It does reduce a bit of ingenuity, can't disagree. But so does built-in market and faction system. (a bit of hyperbola, I know) It's matter of deciding if it gives enough quality of life and user-friendliness to be worth it despite that. If you take job and not do it, your character is stuck...
  5. CalenLoki

    Starting job/advanced tutorial: Ship assembly hall.

    Basic idea: Allow players to build ships for other players, with a system middle-man who assure both sides safe profit. How to: Player A (customer) want's his ship built for him, but don't want to pay hefty price for automatic printing. So he provide station with blueprint, money for parts and...
  6. CalenLoki

    Different kind of thrusters.

    Hedron goes around 135 IIRC. And they made modified Knight that reached 150m/s. So it's not hard.
  7. CalenLoki

    Station Siege Mechanics

    AFAIK nothing. That system is built to make stronger party win. Life of small faction gonna be hard and demanding. Probably requiring joining alliance, paying taxes to bigger faction or keeping peaceful relations with all potential threats. I have no idea what system would allow fair fight in...
  8. CalenLoki

    Station Siege Mechanics

    It's included in the first post. Defenders choose the time window that apply permanently to that station. Can be changed once a month. How do you prevent cheesing the system by letting ally capture your station? Also there is already capture mechanics: besiege -> destroy the core -> place new...
  9. CalenLoki

    Saltberia "Prison"

    I'm impressed how much the idea of Saltberia evolved, based on very vague, self contradicting messages. For me it's a place where players go when they used exploits that are too complex to prevent with game mechanics or algorithms. In situations where hard ban would be slightly too much, and...
  10. CalenLoki

    Station Siege Mechanics

    I like it. More natural limitation, instead of arbitrary. Even better if the "flag" is big enough to require whole ship to fly in and slowly drag it out. With even bigger hauler just outside to fly it back faster. Extracting the "flag" should be slow enough to avoid "run in, run out", and...
  11. CalenLoki

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

    Some concerns: 1. ATM the only economic zones we've heard about are the close clusters of dev stations sharing market prices. I'm not sure if that kind of functionality (sharing auction system) will be available for player stations. But I'm pretty sure any station owner will be able to leave...
  12. CalenLoki

    Station Siege Mechanics

    It's an module that becomes static once activated. Here, first post. There are no civilian or military ships, so no related exploits. Knowing what you consider as clear and consistent idea, I'd take it as compliment. There are ways to make your posts more readable. Using less...
  13. CalenLoki

    Space Drag?

    Just to clear the misconceptions. Space jam affect all objects all the time. Whenever they have thrusters on or not. The few second grace period that was mentioned apply only to endos that just jumped, so they don't slam into the rear wall. Only things not affected by space jam are bullets...
  14. CalenLoki

    Your ship of choice?

    There comes the question: how good ships can you make without actively using them? Relaying on 3rd party R&D may not bring as good results as doing it yourself.
  15. CalenLoki

    Nebula Mechanics

    More in terms of how the nebulae effect (corrosion) should be applied to ships: IMO best way would be making it invisible static or slow-moving particles that spawn certain distance from the ship and despawn upon contact or when too far away from the ship. That way you can actively protect...
  16. CalenLoki

    Different ballistic ammo for spaceship weapons

    While I agree with different ammo types, I believe that cost is very bad way to balance things. So I'd rather have: FMJ has more destructive power, but also much larger "bullet size" so it will penetrate 2x less layers, but leave 2x bigger hole diameter in each of them (2x more voxels gone)...
  17. CalenLoki

    Infantry Combat

    Personally I'm more in favour of slower cover-based combat, rather than run n gun Quake-like. And since the game is centered around stations and ships, infantry combat should definitely favour staying on the ground, rather than flying. Treat it as last resort to your feet back on something...
  18. CalenLoki

    controversial release guessing thread

    I'm amongst optimists, always believing it'll be released within a month. And I believe in it since October...
  19. CalenLoki

    Planets, Rovers, and Other things

    Saying that hovers are better than wheels in everything, while also saying that hovers have advantages over flyers, is just illogical. From practical point of view, hovers share flaws of both flyers (constant fuel use to fight gravity) and wheelers (being confined to 2d surface). All that for...
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