Having a mode where the cloak never consumes more than the ship's native power generation makes sense (possible with it only consuming 90% of the native power generation if the ship isn't fullu charged). You'd need to update the UI and messages about ship state though.
Having your signature depend ...
Search found 47 matches
- Wed May 05, 2010 6:56 pm
- Forum: Code Bugs & Suggestions
- Topic: Setting up a cloak's power
- Replies: 14
- Views: 837
- Tue Apr 27, 2010 4:39 am
- Forum: Code Bugs & Suggestions
- Topic: Adding "microgames" to the game types
- Replies: 15
- Views: 956
- Sat Apr 26, 2008 10:30 pm
- Forum: Code Bugs & Suggestions
- Topic: carrier + shield
- Replies: 4
- Views: 418
- Sat Aug 04, 2007 10:30 pm
- Forum: Code Bugs & Suggestions
- Topic: 'Solid' station shields
- Replies: 22
- Views: 997
We had considered station shields like the ones described but decided against it because it would encourage lots of people to fly close to the station. That could lead to framerate (lots of people in one area in addition to the big station) problems. That isn't as big a factor now, but when we were ...
- Sat Aug 04, 2007 4:00 am
- Forum: Other Cores
- Topic: "One side" Aleph Resonator
- Replies: 49
- Views: 4672
- Fri Aug 03, 2007 4:13 pm
- Forum: Code Bugs & Suggestions
- Topic: Missile explosions
- Replies: 14
- Views: 617
- Fri Aug 03, 2007 4:12 am
- Forum: Dark Nebulae
- Topic: Ints - cut their fuel?
- Replies: 120
- Views: 10183
- Fri Aug 03, 2007 4:06 am
- Forum: Code Bugs & Suggestions
- Topic: Missile explosions
- Replies: 14
- Views: 617
- Thu Aug 02, 2007 4:08 am
- Forum: Dark Nebulae
- Topic: Ints - cut their fuel?
- Replies: 120
- Views: 10183
I wonder if it makes sense for ships to have two scan ranges? One for environmental objects (asteroids, alephs and, probably stations) and one for everything else (ships, mines, probes, etc.).
One problem with reducing the scan range for ints too much is that it doesn't feel quite right to run into ...
One problem with reducing the scan range for ints too much is that it doesn't feel quite right to run into ...
- Fri Jul 27, 2007 8:12 pm
- Forum: Code Bugs & Suggestions
- Topic: Missile explosions
- Replies: 14
- Views: 617
QUOTE (asheron2k @ Jul 26 2007, 04:37 PM) Instead of letting it stay broken or fixing it could it simply be changed into a projectile id field and..
On missile death spawn and detonate said projectile.
IIRC, all the fields required to do missile AOE explosions (blast radius, amount of damage) are ...
On missile death spawn and detonate said projectile.
IIRC, all the fields required to do missile AOE explosions (blast radius, amount of damage) are ...