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Re: The Carriers

Carriers are not weapons platforms, they are logistics platforms. The only, and entire, point of a carrier is to service, maintain, rearm, and refuel its complement of aircraft. For carrier gameplay to have any purpose at all, and indeed the designation of 'carrier' to make any sense at all, then it...

Re: Turret Tracking Speed / Hardpoints and Item Sizes

I also have to say, I like the flexibility of mass based hardpoints more than class based. The problem here is LT is trying to be both a single ship game and a fleet game, and solutions for one don't mesh well with solutions for the other. If the game were only one single ship, it would absolutely ...

Re: Turret Tracking Speed / Hardpoints and Item Sizes

I'd personally like to keep the m^3, CP or whatever allocation toying around inside the ship editor/creator and not in the outfit phase. I suggest making a hybrid system of the class-based hardpoints and volume/mass/whatever based hardpoints. At the very bottom its the floating point variable sheni...

Re: Hardpoints and various item sizes

Considering the latest dev update , it seems we have a continuous range of "compactness" now (unless Josh reconsiders that bit). Which leads me to two obvious questions: "Which weapon fits into which hardpoint"? and "Are there clearly separated size classes (as in fighter vs. battleship hardpoint)?...

Re: Doomsday Mode

I remember wishing there was a quest/mission for X3 that would bring on sort of an lategame struggle for well established players. Have some broken down gate somewhere, kind of like the Hub, and after you put in a ton of time repairing it, you open the gate, go through, and.... Xenon. Everywhere. Co...

Re: A more militaristic strategic space combat approach

There's a lot in there to unpack, but addressing something I think I know the answer to: If a ship can pass the energy shields of another ship (a concept that is very intriguing especially when you think of the strategic value of it) then what would stop missiles doing the same thing? IIRC, the pro...

Re: nuclear fission and its (usefull) products

I still think that mining ice, melting and electrolysing it needs less effort than refining uranium or thorium which you may have to heave out of an gravity well. Indeed. But the reactor that can burn that protium is going to be a lot more expensive and heavier than reactors that utilize a more fer...

Re: Logistics – Repairing in Combat with Dedicated Repair Sh

I really don't like the idea of external repairs in combat. For one, well, its a magic beam that reformulates hulls, which just doesn't sit all that well.. That sounds like it would also be a magic death beam against an enemy ship, and a magic construction beam that builds stuff, etc. For two.. Rep...

Re: Logistics – Repairing in Combat with Dedicated Repair Sh

I really don't like the idea of external repairs in combat. For one, well, its a magic beam that reformulates hulls, which just doesn't sit all that well.. That sounds like it would also be a magic death beam against an enemy ship, and a magic construction beam that builds stuff, etc. For two.. Repa...

Re: nuclear fission and its (usefull) products

hydrogen is much cheaper than searching for unstable heavy elements, as you only have to "grasp out of your window" to get at least some hydrogen. or when ramscoops are to costly, electrolyse some ice and use the energy gained from fusion to power your operation... edit: almost forgot, welcome to t...

Re: Realistically-Sized Systems and Travel

Another cool thing I forgot to mention earlier is that having big systems and consequently high speeds of travel allows for the possibility of some neat graphical Doppler shift effects. You're not traveling fast though. Hdrive is teleports, remember, so the light you are receiving is not frame shif...

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