Space Engineers

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Dog Pants
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Re: Space Engineers

Post by Dog Pants »

It's pretty galling to be shot out of a perfectly good ship in seconds after you've spent hours building it. I've not had the inclination to log in since it happened to me, I just can't be arsed to build another. Hopefully it'll pass.
Dr. kitteny berk
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Re: Space Engineers

Post by Dr. kitteny berk »

Yes, It fucking sucks, I'm utterly disinclined to build a fighter after my last.

I feel like multiple mid size battle cruisers armed to fuckery and with an onboard medbay would be the way to win, but that's a massive pain in the arse.
Dog Pants
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Re: Space Engineers

Post by Dog Pants »

Put the cockpit behind armour and mount a camera on it? Also do whoever designed that bulletproof glass you need to build a cockpit under the trades description act.
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Re: Space Engineers

Post by Dr. kitteny berk »

Could work, lots of heavy armour might help also, and fuck the manual guns. a million turrets will do it :)

No, I am not loading the carrier with guns and taking it to war. :lol:
Joose
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Re: Space Engineers

Post by Joose »

Having buggered about a bit in singleplayer, disabling the red named ships is only step 1, you then have to get control of them. This is often not easy. At least one I grabbed was rigged to massively explode the second you applied any reverse thrust, including the inertial dampeners. I had to dismantle and rebuild things on a moving ship before it fucked off out of the world, which is not easy on your own.

In fact, thats possibly what happened to your ship, Johnson. It might have just buggered off at high speed till it hit the despawn limit. :(

If/When we do go after these ships, I reckon we need at least two ships. One to go in all shooty, one to go in as a tug boat. First ship takes out the guns, someone boards it and disables the reactors, tug boat clamps on and brings it to a stop with minimal explodo.
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Re: Space Engineers

Post by Dr. kitteny berk »

That sounds like fun.

I reckon we need to nick some military escorts for the job :)
Dog Pants
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Re: Space Engineers

Post by Dog Pants »

I had three lading struts and oversized engines on my fighter so I could tow my kill back. Maybe the red ships are meant to be hardcore though. Thing is I can't compete with the massive build projects so fighting was about the only thing I could think of to do.
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Re: Space Engineers

Post by Mr. Johnson »

Joose wrote:In fact, thats possibly what happened to your ship, Johnson. It might have just buggered off at high speed till it hit the despawn limit. :(
The signal was set to broadcast at the maximum which I believe is 5000 metres but I was not that far out. It bothers me more that I lost all the resources I put into the ship than the actual ship itself.

I might build a new, smaller, sleeker ship that will be much lesser missed and is better for kamikaze missions. If I succeed in taking down the turrets but get destroyed (very likely) someone else can do the harvesting.
fabyak
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Re: Space Engineers

Post by fabyak »

Could you remote control it? That was if it goes down you have a better idea of where it ended up
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Re: Space Engineers

Post by Dr. kitteny berk »

http://steamcommunity.com/sharedfiles/f ... =323581080

See that? That nearly fucking worked, I lost gear on impact, but managed to assault the enemy ship relatively successfully, only died of phonecall.
fabyak
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Re: Space Engineers

Post by fabyak »

I nearly had a successful attack on a business shipment but I didn't have my weapons on my quicklaunch :(

I was using my face and an angle grinder :)
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Re: Space Engineers

Post by Dog Pants »

Dr. kitteny berk wrote:http://steamcommunity.com/sharedfiles/f ... =323581080

See that? That nearly fucking worked, I lost gear on impact, but managed to assault the enemy ship relatively successfully, only died of phonecall.
You've made another Gonk. You realise that? Also, my cock is upside down. Also also, I've had an awesome idea which has rekindled my interest and is less likely to be shot out of space.
friznit
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Re: Space Engineers

Post by friznit »

My idea:

Step 1: Implement Berk's idea of creating a production line on the Big Pink Monster
Step 2: Build drones. Lots and lots of drones. - They're pretty cheap: 1 gun, beacon, remote control etc (possibly 2 remotes for redundancy)
Step 3: Implement Beacon Trick (not sure if this works, not tried it): attach antenna, take control, set antenna to 1m range; add beacon; set beacon to infinite range. You now have a control range of your beacon relay range.
Step 4: ATTACK SWARM.
Step 5: Recover broken drones once red ship has moved away far enough.
Step 6: ....
Step 7: Come with new idea.
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Re: Space Engineers

Post by Dr. kitteny berk »

Do as you will, the ship is there as a mobile platform anyway, for once the current rock is looked at by the joosamid again, so fettle as suits. :)
fabyak
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Re: Space Engineers

Post by fabyak »

:thrust: :thrust: :thrust: :thrust: :thrust: :thrust:

I caught something!
Dr. kitteny berk
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Re: Space Engineers

Post by Dr. kitteny berk »

Aids?
fabyak
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Re: Space Engineers

Post by fabyak »

Yep!

I sneaked in the back and burgled him so does that mean it's bad AIDS?
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Re: Space Engineers

Post by Joose »

Sounds like the best kind.
tandino
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Re: Space Engineers

Post by tandino »

As if Spack Engineers knew about our 10th birthday, it's on a free weekend as of now. Hurrah!
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Re: Space Engineers

Post by FatherJack »

tandino wrote:As if Spack Engineers knew about our 10th birthday, it's on a free weekend as of now. Hurrah!
I managed to join and then er.. couldn't build anything. The video tutorial only applies to creative mode. Not convinced to buy it thus far.

Looks like there are other, more helpful videos I can watch though.
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