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Comment History
ZombiePotatoSalad
ZombiePotatoSalad - - 5 comments @ Stargate Network: Awakening

Welcome to what used to be Tollana

Good karma+2 votes
ZombiePotatoSalad
ZombiePotatoSalad - - 5 comments @ First steps in SGN

Cannot enter, or cannot complete? So far, I think there are just 3 areas. I tried dialing Chulak from Abydos, and I couldn't even input the Abydos point of origin.

Good karma+1 vote
ZombiePotatoSalad
ZombiePotatoSalad - - 5 comments @ Revamped Hangar Bay and Fighters

For example:
Main Hangar Bay-offers a great amount of space and quick turnover time, but is a big freakin' target.
Drop-type Hangar-Suspends the fighters above the hangar floor on hooks with catwalks for maintenance/rearmament. Holes in the floor open up, allowing each fighter to "fall" into space. fast launch time, slightly less risk (all your ducks in a row make them easy targets).
Slide-and-Drop Hangars-Similar to the tubes. Each fighter has its own launch bay and conveyor, a platform that moves the fighter sideways into a smaller bay with a breakaway floor. The fighter then "falls" into space. This one is a balance across the board (and a nostalgic one for me), as it allowss each fighter its own bay and launch area, and when returning, each fighter returns to a bay exactly the way it came in, but in reverse (think the ANS Reliant in Starlancer).

I'm running on aspergers-powered logic, so things must make sense. This thought process came from the thought that each subsystem (weaponry and magazines, crew quarters, life support, assorted corridors) must also take up room, and therefore compromises must be met for ship design. Perhaps each of these designs could be implemented, but it be left up to player choice? (also, the Battlestar Galactica-style lauch tubes would be excellent high-speed conduits for launching boarding pods... Or a less detectable way of launching explosives, maybe disguised as escape pods... just saying.

Good karma+1 vote
ZombiePotatoSalad
ZombiePotatoSalad - - 5 comments @ Revamped Hangar Bay and Fighters

Ah, in my opinion, the flagship sounds less like a battle-carrier, and more like a heavy cruiser from WW2 (which carried smaller planes for recon) which comes with its own fighter escort. Depending on the size of the ship ad the various subsystems, especially the flight deck, elevator, and associated ares, I'd have to say it could field a complement of... 6 fighter craft? Of course, that's just my opinion, it's your game and vision, and I am still very much in awe. However, 4 seconds launch time sounds rather overpowered. There's the prep time, the time to move it onto the elevator, travel time, pilot arrival, and then launch. What I'm imagining, instead of an elevator, is something like the shuttle bay and launch tube in the first Starship Troopers, except resized for a fighter. That way, each fighter has its own tube and hangar (unless that was your vision already), so an explosion or crashed fighter won't jam up the works. Also, the way I am thinking, each fighter would have to be on some kind of track or transit system to get it to the elevator in 2 seconds. Could there be different launch systems other than tubes?

Good karma+1 vote
ZombiePotatoSalad
ZombiePotatoSalad - - 5 comments @ Gentelmen of Fortune! v1.2 Full Release

What happened? I followed the instructions, copied over the files and started up the game... but it still acts like vanilla. What did I do wrong?

Good karma+1 vote