Search found 11 matches

by Lazygun
Wed Jun 22, 2005 7:38 pm
Forum: Suggestion Box
Topic: Xcode 2.1
Replies: 10
Views: 13960

JewelToy

I downloaded that shortly before Christmas. It's a fun way to while away 1/2 hour.
by Lazygun
Tue Jun 21, 2005 10:40 pm
Forum: Suggestion Box
Topic: Xcode 2.1
Replies: 10
Views: 13960

You mean there's no way to use a backward-compatible project format, like you can with .pbproj at the moment? That's annoying. I haven't upgraded from 10.3. I do want to play with the cool toys 10.4 but I'm not convinced they're a 'must buy' yet. What's the adoption rate of 10.4 among forum visitors...
by Lazygun
Mon Feb 07, 2005 8:44 am
Forum: Suggestion Box
Topic: Extra fuel
Replies: 53
Views: 39228

Why do injectors use Witchdrive fuel? <technobabble>Just call it nanojumping . You see, the witchdrive engine is also the most economical way of moving around in-system because it acts on the fabric of space itself so there's no reaction-mass expended: the plumes of exhaust you see behind ships are ...
by Lazygun
Wed Jan 26, 2005 1:58 pm
Forum: Suggestion Box
Topic: EBs
Replies: 51
Views: 53471

Star Gazer wrote:
Maybe we could argue with them and try to convince them not to explode yet... :wink:
"Bomb, how do you know you aren't just a computer simulation?"
by Lazygun
Wed Jan 26, 2005 12:54 pm
Forum: Suggestion Box
Topic: EBs
Replies: 51
Views: 53471

Actually it could be fun to have these weakened energy bombs take up space as cargo, be ejected like cargo, and appear on the scanner as cargo, at least for a few seconds. And then they go into countdown mode... "I'm a thirty-second bomb! I'm a thirty-second bomb! Twenty-nine...Twenty-eight...&...
by Lazygun
Tue Jan 25, 2005 5:41 pm
Forum: Suggestion Box
Topic: EBs
Replies: 51
Views: 53471

Original game Energy bombs 'too powerful'

In the original game, energy bombs were necessary because the enemies were much more dangerous. I suspect it's because they all had captured lethal-thargoid style omnidirectional lasers or at least fudged the aiming if not (facing_in_completely_the_wrong_direction) then zap_player_with_450_volts end...
by Lazygun
Wed Dec 29, 2004 4:37 pm
Forum: Suggestion Box
Topic: EBs
Replies: 51
Views: 53471

Cool idea!

There's definitely something wrong with the the player being at the epicentre of the blast and being untouched! A dropped module and jump to full speed seems much more reasonable. It might be an idea to have energy bombs do a fixed amount of damage, decreasing with distance (inverse squared law, bab...
by Lazygun
Wed Dec 08, 2004 10:51 pm
Forum: Discussion
Topic: Elite rating
Replies: 18
Views: 8414

Murgh. you have a point there. At the moment I'm on the 'Plans' mission, so I'm blasting a lot of Thargoids, and have eighty-something thousand credits. (but here's an amusing aside: the kill that gave me 'deadly' status tonight was - you guessed it - an asteroid)
by Lazygun
Wed Dec 08, 2004 4:53 pm
Forum: Discussion
Topic: Elite Galactic Maps and optimal trading routes
Replies: 61
Views: 53428

I support a 7 ly limit.

You could finesse it with a secondary fuel tank/fuel generator(I think you've mentioned something like that in a recent thread) and some device that allows jumping to an arbitrary deep space destination.
by Lazygun
Mon Nov 29, 2004 8:40 am
Forum: Discussion
Topic: Elite rating
Replies: 18
Views: 8414

There is currently a 20% chance of a rock fragmenting when it blows up. The mining laser just makes it certain.
by Lazygun
Sun Nov 28, 2004 10:47 am
Forum: Discussion
Topic: Elite rating
Replies: 18
Views: 8414

On the speccy version, you got 0.5cr for blasting an asteroid, and I believe you got full kill points. However, you didn't get fields of 10 or more asteroids and no boulders when they were destroyed, except with a mining laser you'd get *two* minerals. IMO, asteroids blasting is just too lucrative i...