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Metrulizer

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Everything posted by Metrulizer

  1. Re-introducing the Dagger class support vessel to this thread. This prototype was built by our finest engineers who ensured that the armour had no defects. ie. craft file editing This is my second ship in the development of more effective ship design. Instead of a bridge/birds nest it's an armoured pod and there's also backup engines. It's 185 parts unloaded, the current launch system isn't the most reliable and it shoots itself if you're careless.
  2. Wouldn't expect it until after the upcoming update because of the save breaking issues.
  3. "Dagger"* Class Prototype Support Vessel - 185 parts unarmed *not final name This ship loosely follows a previous (and unposted) spaceship's design and it's the first that I've built since the introduction of panels. It follows my standard build of "fuel at the front of the ship - long, blade like shape to reduce profile" However the low fuel makes it unsuitable for interplanetary travel Features The bridge is a fairly standard weakness of spaceships, so it wasn't included. Instead the pilot's pod is encased in panels, the exit is protected by a hood and the window is covered by a girder. A RGUai is also installed for unmanned operation. The engines are difficult to protect so 8 small backup engines were attached in case of engine failure. Lastly and obviously, small weapons can be attached to the sides of the ship, the risk of hitting itself helps boost user awareness. It gets from orbit to the moon fine. It took a lot of co-ordinate meddling in the craft file to get all the panels perfect Also it kind of looks like Jenkens' GN-1A
  4. Now look what you've made me do, throw my first post on an argument over something the thread never suggested, and that other bunch who are just oblivious to the question. All he wants is the system shown in the video to be refined so that two or more people can perform actions without boring pre-planning. Notice the lack of me saying "combat"? It could be used for a round based "get to the planet/flag" for all anyone cares. A time based system could be extremely fiddly, someone could be interrupted while they're manoeuvring a very fiddly vessel and get dumped in the atmosphere. The standard points system (2 point for ejecting, 10 points for moving, etc) works for simple actions like staging but doesn't accommodate ship classifications very well, what I suggest is scaling up the points system to allow formulas like "10pts * [tonnage] = move action cost" or "2 * [ejected part count] = stage action cost", this would eliminate the sketchy frigate-capital inbetweens but I'm out of ideas on stopping a player doing 'too much'. For calculating ship strength in combat, perhaps try the total delta-v of all ordinance. In the context of Macey's series, it might be interesting to have multiplier penalties for shooting. Minimum distances shouldn't really happen in my opinion, the 2.5km loading one is enough. Any further refining?
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