Richter2007-01-09 06:03:07
By the way, my auto-modules idea did not apply to other ships, nor was it intended so you could do aether trade on your own. It was just so that you can fly around without getting the crap knocked out of you all the time.
Catarin2007-01-09 12:18:20
I don't really like the idea of auto-modules. If your ship is fast enough and you are an attentive pilot, you're not going to get knocked around anyway. You can travel through the entirety of aetherspace and get hit maybe once if a creature gets lucky. (Unless of course people set up hordes of aethercreatures right outside a dock with the intent of killing any ship that goes to or leaves that dock. But fortunately that doesn't seem like a trend.)
So people would end up using them to replace the need for other crew. Solo activities and group activities should be distinct with good reasons for engaging in both.
So people would end up using them to replace the need for other crew. Solo activities and group activities should be distinct with good reasons for engaging in both.
Unknown2007-01-09 12:32:00
isn't the idea of auto-modules that they can't really replace a crew? Sure you can use them, but they are substandard.
I have no oppinion either way, though.
I have no oppinion either way, though.
Unknown2007-01-09 14:56:40
I think instead of automodules, do something for a one room, one man ship so that it can also fight. IE: Give one-room ship command chairs limited ability to fire stuff, but if you add another room, you loose that.
Richter2007-01-10 04:34:59
QUOTE(Oraki @ Jan 9 2007, 04:32 AM) 370932
isn't the idea of auto-modules that they can't really replace a crew? Sure you can use them, but they are substandard.
I have no oppinion either way, though.
Yes.
Shorlen2007-01-10 06:15:11
Automods are a terrible idea, in my opinion. Just my opinion though. Spider diamonut is enough automation for me (passive ship regen)