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FuryoftheStars

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Everything posted by FuryoftheStars

  1. Actually, yes. For same sector, I'd expect them all to chip in with shuttles. For another sector, I'd expect other ships to bring the survivors back, off loading as they can. Assuming they even bother to go looking. I think you're really under estimating the size of these stations and ships in game. Like I said, they would not be able to quickly transport the sick and injured to a whole other sector. Each station would need medical facilities big enough (and potentially spread out enough) to deal with their relative populations. Now would I expect every medical facility on every station and/or ship to be able to deal with anything and everything? No. In that case, they find the next nearest facility within the station or in another station that can. It's all just like hospitals as they exist now. Thinking of a station that is pure medical... that's like having a hospital the size of or bigger than Mount Everest.
  2. So, I +1'd this, but based on the wording of your suggestion, did you know that you can actually select multiple ships at the same time and that then giving the orders applies to all? However, this is still useful if say ship B in your example was busy doing something else when you gave the orders to ship A, or ship B hadn't been created yet, etc. I do like the fleet suggestions, but may be good for a separate suggestion? In fact, I wouldn't be surprised if there was already a fleet suggestion here somewhere.
  3. Ok, next time Iโ€™m in game, Iโ€™ll try to find and screenshot what I see and post that here to see if thatโ€™s what you meant or not. But I know there should be two things about it. The first is a screen where you can control its selling and buying, and this includes upgrading the station to allow it more parallel productions at once. The second is, I believe, that adding more Production Blocks (or are they called Assembly Blocks?) to the station design will increase its number of goods per parallel production line, up to a cap. And of course, all of this only applies to factories and mines.
  4. Sorry, basically I meant reply to it and add your own in there, much like everyone else did.
  5. Updated the main post with a link to a different version of the mod. Also wanted to bump it for visibility.
  6. Wow... I forgot I even had these posts out there. ๐Ÿ˜›
  7. Would fit in as an addendum to this suggestion: If you want to keep it as a separate suggestion, thatโ€™s fine, too. Just make sure you (and whoever else votes here) goes and votes on that one, too! ๐Ÿ™‚
  8. Hmm... I still think getting the RNG under control wouldโ€™ve been the better move.
  9. Simply put, a "Construction" mode we can switch ships over to while we build them. In this mode, the ship will be completely, 100% disabled, but will not suffer HP degradation from lack of mechanics. In this way, we can work on various ship designs a little at a time and not have to constantly run out for more mechanics as we build it bigger, or stick with it continuously from start to end (risking burnout). A newly founded ship should perhaps automatically go into this mode. Oh, and this should apply to stations/mines, too. I know there's the option of building them in a separate galaxy, but who wants to switch back and forth between a galaxy specifically for building/editing designs and the one they're actually playing on, resulting in their main play galaxy having to be put on hold?
  10. Additionally, the barrels are (basically) cosmetic. The devs actually nerf the fire rate (projectile based) or damage (continuous beam based) of the weapons on the turret so that they are the same regardless of barrel count.
  11. Iโ€™m just gonna drop a post in here real quick for (hopefully) better tracking/ease of finding later.
  12. Hmm, itโ€™s a mod to add System Upgrade modules (similar to the Engine upgrades) that tweak the stats of your pitch, yaw, and roll. You might be able to use the bits in the onInstalled function for what you are trying to do.
  13. Agreed and upvoted, but should probably point out there was already another thread that I think was very similar or the same. I'm just gonna drop the link here and suggest that anyone upvoting this one should probably follow through and upvote the other, too, seems it's already got quite the count going.
  14. If done, then they should probably decrease their performance respectively. As I already stated in your other suggestion, it's already too easy to get good maneuverability in even large ships.
  15. Eh, I'm not for this one, simply cause it's already too easy to get ships to be very nimble.
  16. Yeah, it could probably definitely be simplified if made now, but I did create it 2 years ago. ๐Ÿ˜› I don't think the pirate traitor events were a thing yet, and now we have the new Captains coming in 2.0. I might edit it at some point to give a TL;DR summary at the top.
  17. I like your suggestions. The derandomizer thing, I'm indifferent on. I'm fine with it as is, but won't bother me none if they do that, too.
  18. Yeah, sorry about that. ๐Ÿ˜• I tend to get wordy when trying to give examples to help convey the idea. ๐Ÿ˜›
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