#1 max charon per ship
1 messages · Page 1 of 1 (latest)
I might just make the charon unfeasbily long to unanchor
It seems the 2 minute long doafter isnt enough for you guys
make it five lmfao
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
I don’t like
I think more heavy weapons that are energy should take power to actually recharge
For example, the railgun should take a SHITTON of power to shoot because it is literally electromagnets accelerating a large rod
the polaris has like
railings on each side
hold on
how about with more rails in the like
on each side of the firing chamber
the more damage it does
up to a max
but firing it on its own sucks
I'll make CHARON need power to recharge and lower the capacitor size
Wait I have an idea
Have “electromagnet tiles” which are printable which boost railgun damage for every tile it travels through (while also consuming more power)
This way it isn’t just some random railings magically moving the tungsten rod
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
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