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Posts posted by Lurkily
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I think you mean the blasters, right? The basic bullet weapon with a trail?
I was suggesting a PD upgrade as an alternative; a push laser able to hit bullets, presumably very low-mass, could do what you describe, and also be more of a general purpose useful upgrade, rather than a hyper-specific upgrade that looks pretty cool.
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I remember a couple suggestions for electric weapons or an electric status effect. I would like to suggest a particle that seeks terrain through the shortest path - but considers an enemy unit or structure to shorten its path. Thus it would seek enemy craft as it attempted to approach terrain.
An enemy struck would generate a new particle, which would exclude it from both pathfinding, and would no longer collide with that enemy. One shot would have the potential to hit many enemies, but could not set up an infinite damage loop. They would also be an ideal weapon for clearing out dirt, especially those pesky sub-pixel particles.
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I guess they could be French. They ARE all wearing rouge, according to the title.
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Remember, flamers vs sparkers? The zigzag particles with a trail? They looked so COOL.
I want sparkers back. Maybe work them into an electrical weapon with more unique properties, if they aren't distinct enough from flamers. (Ground-seeking terain clearing arc weapons?)
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"...you're French, aren't you?"
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I don't even mind deflecting everything.
What about just a universal 'point defense' upgrade that lets bullets hit enemy bullets, including lasers, which already have push upgrades? Projectiles should be low mass, so that should work.
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Right now you can isolate splitter children, without isolating the wireless block's children, but you can mostly do that with creative hierarchies of connections, too.
The changes I want would make both parts more versatile, but not more limited in any way, I don't think.
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Hmmm. Hm. Not against this. Not sure how I feel about combining offense and defense, but if it will be done, a low - damage weapon like lasers is the place to do it.
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I will add that I haven't used wireless enough to be REALLY familiar with its behaviour.
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Hard to say without seeing it. In any case it can't work now- if the whole turret is a child of the wireless part, then you accomplish nothing. If only the control logic is achild of wireless, it can't talk to what it's supposed to control.
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Pixel art may not be demanding in the sense of labor, but it's very demanding in the sense of judgment and nuance. Making one black pixel on a leg represent a convincing gun is not an easy task, and requires you to create a coherent picture, where every pixel shades the others with meaning.
I've tried it once or twice, when I tried making custom build-menu buttons for a mod team working on Supreme Commander. I'm terrible at it.
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I'm just having this image run through my head. Seedy bar, girl at the counter, sleazy guy slinking up. "Hey, baby . . . wanna bread?" And pulling a baguette out of his jacket like he's selling drugs or something.
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1 minute ago, pieguy56 said:
I like building more mechanical drones, and the one main piece that is lacking and stopping many of my builds from working are pistons. Springs work most of the time, but sometimes I need something that can start small and extend.
I folded you into this topic over here.
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1 hour ago, Ookami-sama said:
Words to live by. Amen.
Use this power wisely.
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. . . huh.
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With the second suggestion, you could split them off, use a wireless part to transmit a signal to that part's one child, a switch, and that switch could serve as a control switch to put each turret into an active or sleep mode.
Right now it's just a lot of logic and tag suffixes or prefixes.
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I think having to start from scratch would qualify as an irritant to someone who didn't want to redesign.
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Good point. I'll delete my reply to that comment. I'm not helping us stay on topic, either.
I think what MtM means is that he doesn't want it to change mission parameters on existing missions, not that he doesn't want multiplanet quests.
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My trick for that word is to remember that it shares a root with decimal and decimate. That makes the decision easier.
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If you can separate the turret from central control, you can put the logic opposite a splitter, and the duplicated parts won't crosstalk.
The wireless part might provide control beyond a splitter, but right not it also acts as a splitter. Here's another request of mine, so that it transmits its own signals only to child parts, but child parts can transmit signals to its parents:
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I'm okay with a galaxy that breathes a little. I'd like to see galaxies become a living place. Right now the galaxy screen isn't a place. It's a menu. You can replace it with a menu tree and you would legitimately lose nothing but cosmetic features.
Game design is about delivering an experience, and right now the galaxy map is just a gate for planetary missions, and the wormhole. It doesn't really deliver an experience. It's not a place.
Until it helps deliver the experience, the galaxy map is just in our way. There are a number of suggestions about double clicking or other means to get out of the galaxy map faster, and it's easy to see why. Once you're aware of where you need to be and what's around you, there's nothing fun or even of interest until your next system unlock.
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I think I'm in favor of a tracker part for this, that can be activated by a signal. It's not a balance thing though - a tracker part also provides visual feedback you help you troubleshoot, and is a design element that hews more closely to the simplicity of design that we seem to be developing around.
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I would totally be in favor of this as an alternative to the tracker idea, but I think they tracker fulfills this need more or less.
What happens when you have duplicate factory built drones, with duplicate signals? Or duplicate signals for any reason?
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18 minutes ago, Ookami-sama said:
Yes.
Correct.
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Factory not disconnecting
in Bugs
Posted
I gave this a spin. It's working fine for me. I hit '1', and the left-hand drone is free and clear; same with the other two.