Search found 10 matches
- Tue Jul 24, 2007 12:05 am
- Forum: Discussion
- Topic: Top Ten OXP's
- Replies: 12
- Views: 9076
Yeah, that's what I mean, I see them a long way off and can't always tell which is which until they enter scanner range, or at least come close to it. Big, grey, long... look Officer, it really wasn't my fault, I'm sorry your paintwork is damaged, perhaps you should touch it up in bright green so th...
- Mon Jul 23, 2007 10:57 pm
- Forum: Discussion
- Topic: Top Ten OXP's
- Replies: 12
- Views: 9076
- Mon Jul 23, 2007 8:37 pm
- Forum: Suggestion Box
- Topic: Cargo ejection
- Replies: 31
- Views: 18882
Thread recycling is excellent! Save the planet, kids. When I eject cargo, I often find it bangs into my hull and is destroyed - and it doesn't seem to matter whether I'm moving or still. Sometimes I just want to pick something up, see if it's better than what I'm carrying, and if not collect my orig...
- Mon Jul 23, 2007 8:33 pm
- Forum: Outworld
- Topic: The Player - Issue 8
- Replies: 0
- Views: 3980
The Player - Issue 8
A fair evening to you, gents. It's finally here. Oh, the excitement. http://img266.imageshack.us/img266/9721/fcvr6.jpg The Player Issue 8 is out now and available to download from www.the-player.co.uk or right here for you lazy clickers . The redesigned, renamed, re-prosed [Is this a word? -Ed] maga...
- Mon Jul 23, 2007 8:17 pm
- Forum: Discussion
- Topic: Pulp Fiction moment
- Replies: 20
- Views: 9371
So what's everyone's personal proudest combat moment, then? Given that I'm only on my second ship (i.e. first purchase), my best is taking out 5 pirate ships that were escorting a boa but took an unhealthy interest in my cargo. I was in a Cobra Mk. III, four basic missiles, EMP, no witchspace inject...
- Mon Jul 23, 2007 8:08 pm
- Forum: Discussion
- Topic: Top Ten OXP's
- Replies: 12
- Views: 9076
I barely have ten OXPs installed - I like to add bits slowly, and appreciate each new mod. I was playing for months and months before I installed any; I wanted to get as much as I could out of the 'vanilla' game before I added anything. But for a new player, I reckon the my favourites would be (in n...
- Wed Jun 20, 2007 11:38 am
- Forum: Suggestion Box
- Topic: Q-Bomb should destroy stations.
- Replies: 51
- Views: 30168
Alas though, the ships which are not jump-capable are NPC only. The only way to get one is to use the illicit-unlock.oxp, but this adds a hyperdrive to the ship. Bugger, I forgot. :( Well, if someone was being really adventurous, they could script a mission that included a special transport ship so...
- Wed Jun 20, 2007 9:49 am
- Forum: Suggestion Box
- Topic: Q-Bomb should destroy stations.
- Replies: 51
- Views: 30168
yes, the invulnerability of the main station is hard-coded. The ability to make specific entities invulnerable might be useful, but could also lead to a new überness escalation. Comments? Probably not quite what you mean, but I honestly think it would be pleasant to give each entity a Q bomb-effect...
- Fri Jun 15, 2007 3:28 pm
- Forum: Suggestion Box
- Topic: Q-Bomb should destroy stations.
- Replies: 51
- Views: 30168
Ho ho ho! Never heard any of those before... :wink: I wasn't meaning to suggest any major updates or anything, I was just wondering if it was possible to put into a future build. I guess it could be a random probability at impact, or a parameter specified randomly for each asteroid as each system is...
- Fri Jun 15, 2007 12:43 pm
- Forum: Suggestion Box
- Topic: Q-Bomb should destroy stations.
- Replies: 51
- Views: 30168
Random bump, sorry, but I'm all for thread recycling... A Q-mine shouldn't destroy a space station, as the Q-mine works by doing somthing deeply unpleasant to a ship's witch-drive engine, causing it blow up. Who installed witch-drives in all those asteroids? I've been thinking about this for a while...