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Containers are the right size (125 L for SV/HV and 8000 L for CV/BA); it's the player inventory that's too large (should be more like ~100 L or...
All that would change would be device stats (not the same thing at all as changing a mechanic); the learning curve would remain the same: add...
A player's first ship will be extremely basic. It will likely be unarmed and unarmored, and have little cargo space. A few directional thrusters...
Only for ships intended for planetary operations. With the recent improvements to the docking system, there's no reason that every ship needs to...
And I'm saying that having different speed caps isn't necessary to achieve the type of gameplay (high-acceleration ships catching...
Just because there's a technical max speed doesn't mean we need to also impose an acceleration-based max speed. The fundamental problem is that...
This is exactly what's in the game already, including the part about not slowing down when rotating (so long as thrusters aren't fired). Whether...
The current restriction of only 2 ships in any given docking chain is for technical reasons. The devs have indicated that it will be worked on...
Nope, unobstructed means direct line-of-sight to the bounding box (again, as it's done for weapons). Here's a way to look at things: the skin of...
I assumed unobstructed thrusters, as Eleon has mentioned that they will be implementing a thruster obstruction check at some point (similar to the...
Ah, ok, fair enough.
The thing is, you don't notice properly-implemented physics. But you do notice poorly-implemented physics (acceleration-dependent max speed cap,...
Thrusters above and below the plane of the ship isn't the only way to generate pitch; up/down thrusters will do that too. For atmospheric craft,...
We're talking about how to abstract real-world physics into a form that is suitable for a game and that will lead to reasonable ship design....
The physics is actually quite comparable to SE, in many ways. What Empyrion mainly lacks is a proper moment of inertia calculation and collisions...
Why? Because the devs stubbornly persist in thinking that there are meaningful differences between HV, SV, and CV besides block size. If they...
And that's where the square-cube law comes in: the volume of a ship grows faster than the surface area of the ship as the characteristic size of...
True, which means that weapon stats will need another look (they need it anyway).
Playing a game and checking on its physics aren't mutually exclusive. Also, I'm happy to be both a geek and a nerd; I'm not sure why you think I'd...
Eleon has made it unnecessarily difficult on themselves with the way they architected the CPU system, though. I'm honestly not sure it's possible...