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Adramos

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About Adramos

  • Birthday 06/25/1997

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  1. That is one thing I do not know, I've read somewhere that the sector unloads shortly after you leave but I have never put that to the test. I've always kept my flotilla of ships with me, being guard to them as they are much weaker than other ships in my neck of the woods. Edit: For question 2, yes you can build stuff on asteroids, how and why is beyond me.
  2. Edit: Restructured this with more suggestions My first suggestion is the ability to command one ship to escort another ship without having to be inside of the ship you want to escort. Maybe have it say "Escort..." then show a list of ships you could have escorted. Second suggestion, when you order a ship to mine could there be a material filter or priority list so that you don't have your best miner going after iron instead of trinium. Third suggestion, if possible, ship groups. Say you have three miners, they could be grouped together so they all go to one asteroid and mine it. Kind of like fighter squadrons
  3. I can answer your first and fourth question. First: You set all of your drones to Escort Me on your main jump ship. Make sure that the drones have the same jump distance as your ship or you jump only as far as they can so they don't get left behind. Fourth: I believe I read somewhere that its a bug where they don't go as fast as their potential, even with adequate braking thrusters.
  4. You will need to hire a captain for your ship if you haven't already. Once you have a captain in the ship you can order it to mine.
  5. I noticed that as well, but I doubt the devs will change the name because of some search results. Hopefully in time google will see that it isnt just abortion spelled wrong.
  6. Man it took me a while to find this http://halo.bungie.org/misc/sloftus_poa/images/POA-MAC_Schematic.jpg This shows a Mass Accelerator Cannon in a ship from the Halo universe. Its basically a scaled up static railgun or mass driver. It takes a long time to charge up its capacitors after firing. This applies to basically any ship from the halo universe with a MAC inside, high damage and high power usage with the UNSC frigates firing 600 ton(3,000 ton for orbital emplacements), 9.1 meter long tungsten/depleted uranium slugs at thirty kilometers per second or 12,000 kilometers per second on orbital emplacements. Note that these slugs are unguided so you get one shot so you have to aim perfectly. I dont know if the scale of these weapons would make it over, but magnetic guns built into the hull seems like a good idea to me. Traditional propellant based weapons would work as well, but with a great deal more recoil compared to a magnetic weapon
  7. I like the idea of rotatable engines, they would work much better for stopping.
  8. Firstly, congratulations on a successful kickstarter, I look forward to the full game. Now for the suggestions. Turret sizes/types: I think that turrets should come in a variety of sizes. Think of it in the scale of a PT boat, a destroyer, a cruiser, and a battleship. They all have different armaments based on their sizes. PT boats have LMGs, recent US destroyers a 127mm gun, cruisers have guided missiles and torpedoes, and battleships have massive 300mm+ twin or triple barreled turets. Not to mention CIWS turrets for anti missile and anti fighter defense. You could have turrets scale up or turrets that are made for specific types of ships, large twin-quad barreled turrets with long reload for monster ships that can take a beating, small medium barreled turrets for corvette/frigate classes, and the standard turrets you have in game now as CIWS or gunboat turrets. AI controlled turrets: I've seen automated weapons in to be added and i'd like to give a suggestion on how to implement it. I'll give an example, lets say you are being attacked by 5 ships and you have 5 turrets. You have your turrets mapped to the numpad or so you can choose what turrets you want to shoot. You lock onto a ship and press the turrets number and the AI takes over and fires on that ship. Repeat till all turrets are engaging different vessels. AI turret take over could come up with a prompt in case you do it accidentally, or you could go into your ship tab and set what turrets you want to be AI controlled. What I have in mind is a ship that can do this: http://static.comicvine.com/uploads/original/11/119238/3436637-stargate_daedalus.jpg Weaponry: I've seen the weapons list and would like ask about it. Will there be static railguns that arent turrets, like a MAC from Halo? Will there be missile silos for placement into the ship? Would it be possible to have weapons that fold out from a ship or have blocks that move to reveal a weapon, something like a hatch or pod bay. Here's an image to show what I mean. http://www.aerospaceweb.org/aircraft/fighter/f22/f22_schem_04.jpg That's about all of the suggestions I have, thanks for reading.
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