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Ultranova Please dont say that you will do the same thing with ions and railguns.

Electro bolter projectiles should expire immediately upon exiting the weapon, as the vacuum of space does not conduct electricity.

VarroWayland lol that's basically what happens already

    Roasted no, but I'm considering other parts like cannons to have some similar stuff

      is that an exponential boost

      Ultranova But that isn't annoyingly realistic...

      You should make it so weapons cannot shoot through shields either if you have not already lol

        YAreyaREdAzE Yes.

        Roasted Not until I implement overheating ;)

        Jared Not sure if that's possible, and that's too annoying imo. I want the game to be frustrating, not unplayable.

        Ultranova EMP Missiles would actually do a small amount of damage and could even start fires (either by overheating parts or just do to the fact it's basically a giant lightning bolt curled up in a glass ball if you go off the game's design of the missile)


        Also,

        Crew cannot carry "batteries" without proper equipment, or they can take damage and/or die.
        "Batteries" can only last so long without being stored properly, so long trips of crew carrying "batteries" would just result in an drained "battery"

        Batteries would be nothing more than a Glass Jar filled with Reactor runoff.
        All Projectile Weapons (Excluding only Ion Beam, Missiles, and Tractor Beam) Would have some kind of shell casing, Such as:
        Ammo Weapons would have shell-casings, Railguns as well. Energy Weapons would have glass containers.
        Thus crew would need to carry off the shell casings to maximize efficiency.

        Ultranova oh another thing if possible, upon death of a Nuke it should also do EMP damage along side the normal damage

          Jared it's already made, see the first nuke video, the ship lose power before getting vaporized

          23 days later

          Behold! Explosive reactive armour:

          Haven't got much else to show off because I've been busy with exams and major changes to Ammo Factories aren't going so well.

          5 days later

          I think this is a great idea!

          Of course, I would very much like to have the ability to build + - custom production systems for example ammunition. Make a ship-by-ship system for transporting and feeding ammunition to the guns.Radiators for guns to fire more easily or something like that. Also... I do not know how to do this correctly, but I think it would not hurt to be able to make upgraded weapons.Highly elongated laser, gun, etc. I think especially for larger ships is not enough firepower. They need main guns that match their size. Why do I even need this huge platform of shields, engines, and guns, if I can't shoot beyond a microscopic ship

            18 days later

            Don't talk to me or my Son ever again.

            Sensors got a bit complicated

            Control Room: 200 Sensor Range
            Auxiliary Control Room: 100 Sensor Range
            Large Sensor Array (Only works with Control Room placed): 1200 Sensor Range
            Small Sensor Array (Control Room placed): 400 Sensor Range (Vanilla range)
            Small Sensor Array (Auxiliary Control Room placed): 300 Sensor Range
            No Control room: 25 Sensor Range

            Ultranova What's annoying about this?

              Roasted you can only have one control room. I limited control rooms, which is why the Aux Control Room exists. If your Control room dies, you cannot use Sensor Arrays, you can only use the Small Sensor Array, but Small Sensor arrays have a shorter sensor range when using Auxiliary Control rooms. When combined with Walts planned sensor system, this will only get worse.