New Power DEV Thread

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    The goal that it comes close to fulfilling is to have a ship of a given size be limited in what capability you can fit in it.
    Power 1.0 already achieved this, and so does power 2.0. Any ship of a given finite size has a limit in what capability you can give it.

    It's really only defeated because the optimal build still is a bunch of strands of systems with tons of empty space; and so while it prevents super-dense system'd-up ships, it ends up favoring ships that are just spaced-out systems.
    Spaghetti meta was already favoured by power 1.0.
    [doublepost=1508984292,1508982367][/doublepost]




    Very interesting stuff happening with shields in the latest builds, that probably should be in this thread instead of where it's at:
    ...Okay, I've managed to figure out what it is, and it is not a bug. Here is how it works.
    When you place down a group of shield rechargers and some shield capacitors, then have shield rechargers or capacitors selected in your building hotbar, you should see this (if not, relog/restart the game client):

    That bubble is your shield radius. No, it is NOT A BUBBLE SHIELD, but it indicates the maximum radius in which the shields from your generator will fill capacitors and protect blocks. Blocks outside that radius will not be shielded. Larger generator groups have a larger radius.

    Those pink line things are two arrows, showing that the shield capacitor groups are associated with that shield generator module.

    If you try to put a shield generator group in the radius of another group, what you get is this:

    This means that the second shield generator is not active. Note how the arrows for the shield capacitors still point towards the first group of shield generators, and not the second. If two or more generators exist inside each other's effect area, only the largest and most powerful one will be active. If the areas overlap but the generators are only within their own bubble, both shielding areas will work, but the larger group seems to take precedence in the overlap area. (Don't quote me on this, as it may not be correct.)

    Again, as apparently this is a common misconception, these are not bubble shields. Projectiles travelling into the bubble will not be stopped by the shields until they hit a block inside the radius.
    1. Each shield group has its own radius, its own recharge and its own capacity.
    2. Radius is for the local shield group, there's no total shields anymore (unless you use old system).
    3. See 1 and 2
    4. No touching required, just that 2 groups need to be "close" to auto link up. We're probably going to end up changing some of it though but the auto link system seems to be quite good.
    5. Any block that falls within a shield radius, is shielded. As soon as that particular shield is destroyed or emptied, it starts taking damage. It is possible to have multiple local shields overlap, it's just not allow that the center point of 1 shield sphere is part
    6. Performance should be just fine although you wouldn't really be allowed to have a huge amount of separate, small/big shields overlapping with each other.
    Will this break spaghetti meta?
     

    Lecic

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    radius-limited bubble shields?!
    They aren't bubble shields. They're just an indicator of where a block will be protected. Shield damage isn't taken until a block within the sphere is hit.
     

    Keptick

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    They aren't bubble shields. They're just an indicator of where a block will be protected. Shield damage isn't taken until a block within the sphere is hit.
    Just out of curiosity, does that mean destroying the capacitor (or whatever's generating the shield) completely remove protection from everything that was within the radius of that shield?

    Yes I'm alive...
     

    Ithirahad

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    Just out of curiosity, does that mean destroying the capacitor (or whatever's generating the shield) completely remove protection from everything that was within the radius of that shield?

    Yes I'm alive...
    Yes unless there's a redundant generator or overlap, but short of a lucky missile, good luck wiping out an entire shield generator blob...
     
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    ok so i tried building 2 generators. They are NOT within each other's bubble. Yet i got this..
    2 generators well 3 but the one in the wing does not seem to have a problem

    only one generator (their is one in the turret also but it doesn't seem to matter)
     
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    0.200.134

    Turrets seems to work fine. At least when i'm inside the mother entity; when i spawn a couple of ships to battle each other turrets are non-fonctionning. I've powered the turrets. They got plenty of power both their on power and the mother entity.

    Also ship don't take any damages from turrets when I fire with the turrets or when the turrets are firing on target.

    And yes scanners don't scan the sectors/systems, only flying entities.
    Have you a Faction module on your Turrets? I found in recent builds a faction module was needed in order for a fleet to mine an asteroid . Without it, it looks like they were mining, but the block count of the asteroid never moved. So a Faction module is probably needed. But don't enter Faction signature. It should work now.
    [doublepost=1508996570,1508995848][/doublepost]
    While theres still no change to the stabilizer distance but i found something awesome in 0.200.134.
    View attachment 45787
    Its (Almost) time my bois!!!!!!!!!!!
    Mobile Factories! Awesome, now I can make everything, or just about everything om my Salvage Carrier/Refinery/Manufactory.

    If they can do this. then can they make it so we can launch and recall ships on a station too. Great for a fighter fleet which also helps keep them protected when not in use.
     
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    Steam is shit and you should never use it if there's an alternative, even a bad one.
    All I had to do was to run the dev was make a Starmade\DEV folder and download/install all stuff there. Works right out of the box.
    How you people manage to screw up such simple tasks is beyond me. Then again, Steam might have helped you with that.
    Dump Steam, use the launcher and make Starmade\DEV and Starmade\RELEASE folders for dev and release versions respectively.
    I'll save you plenty of time and wasted brain cells.

    I did encounter a disappearing chambers bug as well, though it was just a few blocks and those were defensive chambers on a station.

    Finally, speaking of defense chamber tree, I don't quite grasp the DPS and Alpha effects.
    I assume they're the defensive Ion effect replacement.
    Starmade in Steam works exactly like Starmade without steam...
    you have the same launcher and can there set your game paths however you like.
    just because you don't like steam you must not tell ppl things you have no clue about.
     
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    Have you a Faction module on your Turrets? I found in recent builds a faction module was needed in order for a fleet to mine an asteroid . Without it, it looks like they were mining, but the block count of the asteroid never moved. So a Faction module is probably needed. But don't enter Faction signature. It should work now.
    I'll try that, thanks.

    Side note not related to turrets : even after adding a chamber with mobile factories i was still not able to place a factory on a ship.
     
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    I don't see how it would.
    I'm not claiming it does, just wondering out loud - because a shield will only protect something near it (unless the shield group is large which isn't likely with spaghetti) a spaghetti ship won't effectively be able to be shielded.

    Or are spaghetti ships effectively unshielded anyway?

    Has anyone tried seeing what the shield range bubble looks like for a long thin row of shield blocks?
     
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    I would suspect it would just limit spaghetti to just pvp duels in that case, where its main defense is not getting hit. I doubt anyone would want to fly it for any other reason.
     
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    uhh i havent read ALL pages of this thread :)
    so i dont know if anyone has suggested it already but i have read at least 5 pages where ppl stated that stabilizers where "useless" or "stupid" because they would limmit the designe options for players.

    my solution to this problem would be fairly easy:
    keep Stabilizers and their distance requirement!
    BUT: make the distance requirement a little bit more complex than "only one axis"

    let it be like if you put only one groupe of stabilizers on your ship it would look like this:
    (the "stik ship" version, 100% distance to reactor needed for 100% efficiency of stabilizers)

    if you put another "axis" to the stabilizers could look like this:
    (still same block count for stabilizers to get 100% eficiency but reduced distance to the reactor needed)

    and so on:

    assuming the block count for 100% efficiency at 100% distance is a "fixed value depending on reactor size".
    in this example each groupe of stabilizers has the sice of "fixed value depending on reactror sice"/"number of groups"

    - Placing a reactor with only one group of stabilizers stays as it is.
    - Placing a reactor with 2 groups of stabilizers (on the same axis: left and right, above and below,..) let the distance needed for 100%efficiency be reduced by 15%
    - Placing a reactor with 2 groups of stabilizers (on different axis: in front and above, in front and left,...) let the distance be reduced by 10%
    - placing a reactor with 6 groups of stabilizers (oner on each axis) should give a 75% shorter distance for 100% efficiency
    ------------------------------------------------------
    and BOOM: we are back at the death cubes...
    ------------------------------------------------------
    - so in this system we would need some variation options like: placing one groupe set threshold farther than required could further shorten the distance needed for the other groups to get to 100% efficiency.
    - alternative: making one group bigger than the required blocks/groupe could reduce the needed distance for the other groups...

    this system would most likely encourage builds where the reactor's are somewhant centered in the ship while the stabilizers are spread around where they best fit but it would in my opinion allow close to unlimited freedom in Shipdesign while still being able to get 100% out of the reactors.

    and who's to say but maybe the stabilizers get additional purposes while the system developes so to just remove them doesn't sound like the best way to solve the problem
     
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    I'm not claiming it does, just wondering out loud - because a shield will only protect something near it (unless the shield group is large which isn't likely with spaghetti) a spaghetti ship won't effectively be able to be shielded.

    Or are spaghetti ships effectively unshielded anyway?

    Has anyone tried seeing what the shield range bubble looks like for a long thin row of shield blocks?
    Sorry for quoting myself, but to continue the same topic, this is what happens when you lay down a long line of shields;


    starmade-screenshot-0022.png

    ...the shield stick goes beyond the range bubble.

    Possibly there's a downside to this, but the upside is that this will hurt spaghetti meta - spaghetti will find it much more difficult to shield itself.
     

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    I'll try that, thanks.

    Side note not related to turrets : even after adding a chamber with mobile factories i was still not able to place a factory on a ship.
    Well, It's probably a placheholder chamber right now. As far as I know, factories don't seem to be working right even on stations, when using new power.
     
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    Sorry for quoting myself, but to continue the same topic, this is what happens when you lay down a long line of shields;


    View attachment 45804

    ...the shield stick goes beyond the range bubble.

    Possibly there's a downside to this, but the upside is that this will hurt spaghetti meta - spaghetti will find it much more difficult to shield itself.
    Very intersting, thanks for sharing!
    It certiantly seems like it incentivises grouped systems, which I'm totaly fine with. At the very least it makes large dimension low density ships more painful to build and less effective to fly.
    I guess it also means that long ships (which tend to be more common) will require at least 2-3 seperate shield bubbles to cover it's length, where as a more compact ship would beable to get by on 1 shield bubble.

    From that, I'm curious as to weather having multiple/singular/1 primary smaller scondary shield bubbles will be the most effective at damage reduction in combat.
    I guess I could see ship having a bubble like nose with a strong shield and less important systems, while the others are tucked behind in under weaker shields. (As long as it has a good tun rate, that is)
     

    Az14el

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    It does seem like a step in the right direction, I'd imagine just offloading all/most non critical systems outside the shield bubbles wouldn't hurt heavily spaced designs too badly on the extreme side but it does introduce some trade offs that personally sound annoying (in a good way in this case), it's a significantly less tempting option than before at the least, if not for performance reasons, then for logistical ones. And the idea breaks a few of my more practically focused/sinfully ugly existing designs too, which is nice

    I like how they made bubble shields without making bubble shields too, mm bubble shields, rolls off the tongue
    bubble shields
     
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    Possibly there's a downside to this, but the upside is that this will hurt spaghetti meta - spaghetti will find it much more difficult to shield itself.
    Wrong...


    And itharad, it does look like bubbles glued together...
     
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