#1 max charon per ship

1 messages · Page 1 of 1 (latest)

brave portal
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should be reinforced, bringing over other gear is like whatever but buying an entire polaris taking the charon off and selling isn't really balanced

sleek osprey
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I might just make the charon unfeasbily long to unanchor

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It seems the 2 minute long doafter isnt enough for you guys

brave portal
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make it five lmfao

oblique heath
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just make a component where each gun prototype has a maximum # of them that can fit on a single weaponry console/server, and the first one on the ship has priority. Then, make it so big guns take like 30 minutes to unanchor from the ship

vivid coyote
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I don’t like

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I think more heavy weapons that are energy should take power to actually recharge

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For example, the railgun should take a SHITTON of power to shoot because it is literally electromagnets accelerating a large rod

brave portal
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the polaris has like

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railings on each side

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hold on

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how about with more rails in the like

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on each side of the firing chamber

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the more damage it does

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up to a max

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but firing it on its own sucks

sleek osprey
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I'll make CHARON need power to recharge and lower the capacitor size

vivid coyote
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Have “electromagnet tiles” which are printable which boost railgun damage for every tile it travels through (while also consuming more power)

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This way it isn’t just some random railings magically moving the tungsten rod

sleek osprey
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railings are there because when i had a 1 tile gap with walls on both sides it would hit your own ship 90% of the time

vivid coyote
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And you don’t even need a real “max” as we can just make it so eventually the damage dampens out, and also having a craft that long tends to have issues