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Re: Ship Roles (UI)

Orders with this could also be "modular". Let me explain <snip> I really like that idea. Expanding: It should be possible to categorise ships into different roles based on their intended behaviour, as Gazz says. It should be possible for vessels to be "in command of" other vessels e.g. capital ship...

Re: Development Update #11: November 2013

The node here is linked with everything in the sub relationship with that node. But will there be a way for me to quickly switch to another node that is in parallel with that node? For example, I'm checking the weaponry under my Frigate X, and I want to quickly switch to the info under Frigate Y. I...

Re: Abandoned ships

I'm interested in how you might apply the same sort of system as an incentive for exploration. Any thoughts about more long-term wrecks you might find drifting in space? Something tucked away in a deserted system that no-one has visited in years? Perhaps ships decay much slower when there is no tra...

Re: Abandoned ships

Here's what I propose: When any ship is destroyed, it will become a wreck unless done with extreme overkill. The state and rate of deterioration of the wreck will depend on the type of ship it was, what weapons were used to destroy it and how much overkill was involved, among other factors. After wr...

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