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  1. Burnside

    Warpgate Concepts Revised (Yet Again)

    Based entirely on a recent discussion in the discord, rewritten faithfully to the conclusions found there: Two types of gate ought to exist: Warp Gates and Hypergates TL;DR: Hypergates are cheap short-range fast-travel that can't support lots of traffic, are more easily pirated, and are like...
  2. 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...
  3. Burnside

    Nebula Mechanics

    Some thoughts thanks to talk with @NorthTop @JetWarriorGames and @legoprodigy (I hope those are all the correct user accts on the forums). Orbital Nebula: these are large long-term clouds of semi-volatile gasses that have coalesced inside of Eos' sphere of influence, dense regions inside of...
  4. Burnside

    Warpgate Placement, Range, and Alignment

    Given Lauri's most recent statement on the direction of warpgates as they enter the design phase, I have thoughts and questions relating to their deployment. First, one-gate "accelerators" seem to be off the board for the time being; I'd been expecting to chain several of these together to...
  5. Burnside

    Ship Despawn: Dynamic Ship Graveyards, A Thinkpiece Suggestion on Creating Exploration Opportunities

    Given that, in general, wrecks despawn within 1-7 days and some wrecks are said to not despawn if they're big enough, perhaps a mechanic could be devised that causes any surviving wreckage in an area (several dozen km) to slowly coalesce into a larger cloud of debris when players aren't around...
  6. Burnside

    Black Market: Fake Transponder Codes, Spoofing Software, & ATAC Verification Systems

    Black Market Item (implies enforcement jobs can interact with object states or some kind of contraband database): Fake Transponder Code; comes in three varieties 1) Junk Codes that grant all the benefits of an active transponder but show up on [some kind of scanner] as bad codes and read...
  7. Burnside

    Weapon Expansion, a few ideas for more anti-ship weapons.

    A selection of weapon concepts that are intended to be slightly less optimal than the current core roster of ship-to-ship weapons while providing interesting trade-offs. Light Mount (Light) Beam Laser/Continuous Beam Laser: longer range and projectile speed than the laser cannon, but even lower...
  8. Burnside

    Sieges: Station Claims, Safezone Enhancement, & Bunkers vs Strongholds

    A station's initial claim and safezone is tied to the Station Core, whomever controls the core owns the station. A Station's Safezne has several variables that we're currently aware of: Ownership, Safezone Size/Volume, and the "Ceasefire Timer" that prevents aggressors from instantly shooting...
  9. Burnside

    A.R.G.O. - Advanced Research Group "Technology is the Golden Fleece of War"

    "Consilio, Innovo, Superare" - A.R.G.O. For the best, to create the greater, and achieve the most. At A.R.G.O. we don't just find simple solutions to simple problems, we look at the core issues causing the problem and innovate, test, and proof our work. As leaders in subsystem development...
  10. Burnside

    Passive Rail Movers, Turntables, and Hinges

    I'd assume it's a basic functionality, but for the purpose of creating swing-out panels, etc, that are secured by more than one point of articulation/contact, is it possible to set any moving/rotating device as passive or mildly resistant to being moved? Not only would it allow for sturdier...
  11. Burnside

    "Capital" Turntables

    Oversized turntables with a larger base size and better stress capacity to mount heavy industrial builds, and, obviously, large turrets with interior gunhouses.
  12. Burnside

    Building Tool Modes: Cutting Viewports and Spray-reinforcing Firing Slits

    To make armoring your crew positions easier, the cutting tool could have a "Depth-Set Line Mode" that allows you to create a two-point 'drag-and-drop' line on a material like an armor plate and allows you to select a plate-depth for the cutting beam (set/altered with scrollwheel), where the beam...
  13. Burnside

    Automated Base Defences: Not What You'd Think

    So, I'm a fan of Battlestar's reboot series, the core idea here is that large immobile or semi-mobile installations like bases or flagships rely primarily on thick armor, long range, and combat air groups to survive most confrontations. To that end a station or flagship will be equipped with a...
  14. 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...
  15. 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...
  16. Burnside

    Burnside's Design, Defence, and Defenestration

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

    Drestructible Endoskeleton Buffs/Consumables

    [Taken from discord suggestions for discussion and theorycrafting more posibilities for consumables] premium graphite lube for a slight agility boost; plug-n-play "one-shot" overcharged servo capacitors to boost melee damage, jump distance/velocity, and walk/run speed; ablative armor panels that...
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