Search found 29 matches

by Harlekin
Sat Dec 09, 2017 2:32 pm
Forum: Feedback and suggestions
Topic: Weapons Armor and Combat (WAC)
Replies: 6
Views: 1944

Re: Weapons Armor and Combat (WAC)

I would like to add Ion weapons to the list. Could do no damage at all, but reduce the energy stored and after that generation of the target for a certain amount of time, disabling it completely for minutes if generation reaches 0, that way it would be possible to just disable a vessel. Would make f...
by Harlekin
Mon Dec 04, 2017 12:12 pm
Forum: Dev asks
Topic: Energy System and Management
Replies: 67
Views: 27002

Re: Energy System and Management

The biggest off of solar sails or photovoltaic hull is: they need to be outside, easy to be destroyed, sure you can build something around them to protect them, but then they would become useless and useless things generate no power and therefore need no protection. If the void reactor would have to...
by Harlekin
Mon Dec 04, 2017 11:38 am
Forum: Feedback and suggestions
Topic: Little Logic Suggestions.....
Replies: 2
Views: 967

Re: Little Logic Suggestions.....

If I get it correctly that way one could use a slider button together with perhaps a datascreen to get the right value for for example an elevator floor? If Yes I'd need it.
by Harlekin
Sun Dec 03, 2017 3:47 am
Forum: Dev asks
Topic: Energy System and Management
Replies: 67
Views: 27002

Re: Energy System and Management

As of today we are able to transmit energy in various forms (foremost electricity of course, but heat or pressurised steam and even cinetic objects too) over a few hundred km without notable loss (okay that's not right for cinetic objects, but even these will travel over a few dozen km if treated co...
by Harlekin
Sat Dec 02, 2017 9:00 pm
Forum: Dev asks
Topic: Energy System and Management
Replies: 67
Views: 27002

Re: Energy System and Management

It's off topic, but to clarify: you can build locking systems with the current logic. For example, this proof panel provides double-doors with two switches (for either side) and a single, togglable lock switch. If Francois ever adds a keypad/password switch, then we can make 'true' locks. Doesn't w...
by Harlekin
Sat Dec 02, 2017 5:45 pm
Forum: Dev asks
Topic: Energy System and Management
Replies: 67
Views: 27002

Re: Energy System and Management

I don't like all these complex systems. My idea is always, KIS, Keep It Simple. I'd support that, but as logic is pulse based and every pulse activates (there is no way to deactivate or to lock from activation), there is no possible way to lock doors or to make something like a safety switch on wea...
by Harlekin
Sat Dec 02, 2017 4:56 pm
Forum: Dev asks
Topic: Energy Fuel
Replies: 33
Views: 23161

Re: Energy Fuel

[...] Tier 2: Plutonium - Fuel creates a controlled nuclear reaction - Requires plutonium or other invented rare isotope - Consumes at a medium rate as a fuel - Requires protective gear to handle (or penalty to character if exposed) - Explosive when tanks are hit [...] Plutonium oneself is not expl...
by Harlekin
Sat Dec 02, 2017 4:08 pm
Forum: Dev asks
Topic: Energy System and Management
Replies: 67
Views: 27002

Re: Energy System and Management

I had already posted a suggestion on github to that, quoting it here again: As there will be the time when energy generation and consumption will be implemented, i assume there will be some kind of powergrid (I'll call it that way for now). What i mean: an energy core will be able to be turned on/of...
by Harlekin
Wed Nov 29, 2017 3:21 am
Forum: Dev asks
Topic: Seat: How do you want to exit them?
Replies: 14
Views: 6615

Re: Seat: How do you want to exit them?

Or how about forcing the input of a direction while exiting a seat? Press F + back for rear, forward for front, jump for above, you get the idea. And without that input one doesn't stand up. The arrow is fine, but if it is relative to the seat and the seat moves one has the same problem as before, i...
by Harlekin
Wed Nov 29, 2017 3:00 am
Forum: Feedback and suggestions
Topic: Reduce Weapon Spam - Ammo Boxes - Reload Timers
Replies: 5
Views: 3070

Re: Reduce Weapon Spam - Ammo Boxes - Reload Timers

I meant in the end it should come to that ammunition needs not to be bought if the vessel is big enough to host some production plants which reproduce the ammunition you've fired, i've got WH40k vessels in mind where the smallest ones are about 1.5km long and a few hundred metres wide, weighing mega...