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    1. Nosajimiki

      Revert to System HP with reactors as Critical Zones

      Id much rather HP. Critical explosions kill the game, and salvaging "live" ships makes salvagers a very devastating weapon which they are not meant to be. [edit]: Ideal world, critical explosions as a way to die may be cool if it were performant, but it should not happen every time since it...
    2. Nosajimiki

      Missile reload time fix

      If each launcher holds 1 missile, I just need a lot of launchers, and you can't trust people who don't know better to not do this, because EVERYONE eventually wonders why not to just spam missiles to bypass PDS, and most people won't ask others for advice when they get that bright idea. Small...
    3. Nosajimiki

      Revert to System HP with reactors as Critical Zones

      Integrity recalculation does not cause significant lag. Integrity explosions do. I believe he is talking about replacing integrity explosions with a simple "disabled" flag. That would actually go a long way towards fixing integrity to make it both viable and performant. Without a kill...
    4. Nosajimiki

      Missile reload time fix

      This is what I meant and what is actually reflected in my examples. This defeats the actual point of the ammo capacity as a way to limit missiles. This does not prevent someone from crashing a server with 10,000 micro missiles. This is also exploitable by not having power maintenance. You...
    5. Nosajimiki

      Missile reload time fix

      A possible formula for this would be something where you need a number of blocks to meet a falloff that becomes worse with outputs and % like this: [At this many Outputs, this many blocks are required for (25% / 50% / 75% / 100%) recoil or falloff mitigation.] Outputs: 1 (25 / 50 / 75 / 100)...
    6. Nosajimiki

      Missile reload time fix

      While a good idea as an ingame feature, this can more or less be done just fine with logic. Connect an inner-ship remote to wireless relays to the AI on the turrets. Then you just need a little one block missile output on the main body so you can hotbar your missile counter. This way you...
    7. Nosajimiki

      Missile reload time fix

      I was just thinking in terms of creating a mechanic that is unique to the, beam weapons, but you are probably right that blowing up might be extreme compared to other systems. Another option would be a "focusing" block. So by default a beam does 100% damage at point blank and 0% damage at max...
    8. Nosajimiki

      Missile reload time fix

      Slowing them down to make them bigger would again cause massive scaling issues for bigger ships and should be avoided as a default since that would make big ships more useless vs the bigger and more numerous AMS turrets to be found on other big ships. I believe missiles should be able to fill...
    9. Nosajimiki

      Multiple changes to the behavior of docked entities

      Agreed. With stabilizer distance, I see no reason a docked ship should not retain its own power generation and shields for its own systems and child entities. Power growth is linear now and damage is shared between effected shield bubbles, so there is nothing left to exploit in self powered...
    10. Nosajimiki

      [14th of April] Schine Q&A Answers

      Sane RP builds are not 50% armor though. Most of my old RP builds with any modicum of thought put into design were 10-20% armor tops and still very detailed with reasonable interiors. The thing is that the Dock is polluted with the bottom eschillon of RP ships that are so bad that the builders...
    11. Nosajimiki

      Weapons 2.0 - :(

      Damage patterns are boring and repetitive Acid is a cool concept, but removal of terciaries and massive reduction of secondaries really is a problem. While there are more "unique" weapons, what we have now seems to do a worse job of filling basic roles and being able to be calibrated to our...
    12. Nosajimiki

      Ethics of Exploitation

      My point is this: This is not our game and (with the exception of a few people) these are not our servers . Although we are not employees, as early access gamers testing is expected, but to what scope? In the past people some people have revealed, not just in-game, but out of game exploits...
    13. Nosajimiki

      Missile reload time fix

      This is why it is important for reload timer to scale based on magazine size. Think like this (for example): [edit:] I made a script to show how this would actually prevent missile spam by calculating all the way out to spamy missile values at various compounding rates for different missile...
    14. Nosajimiki

      A way to make multi-reactor setups possible

      This is true. You can drill right through a reactor destroying 90% of it and still keep going off of the rHP in your remaining chambers which may be distributed for the kind of redundancy you are talking about (at least vs overheat.) Also, distributive reactors are exploitable by making a...
    15. Nosajimiki

      Revert to System HP with reactors as Critical Zones

      How is this better than a reballence systemHP? Frankly, I feel like no one has ever answered the basic question of what makes rHP a better game mechanic at all.
    16. Nosajimiki

      QOL Improvements to Recoil:

      Yes, I like the visual, just making a point that once recoil is enough to even notice, you've made cannons useless.
    17. Nosajimiki

      Revert to System HP with reactors as Critical Zones

      Yes, this is the biggest issue IMO. As is, huge debris clouds of turrets and stuff would littler servers in 1.0. This mechanic will result in entire ships becoming the clutter: things too damaged to be worth salvaging, but not functional enough to be used again. This would force frequent...
    18. Nosajimiki

      Revert to System HP with reactors as Critical Zones

      You are sort of right, but there is the confounding issue of new shields. If two forces of similar ability were to clash, they would both start taking damage long before getting a kill, meaning all those hits are disabling both ships extending the fight even further as weapons, thrust, and...
    19. Nosajimiki

      Revert to System HP with reactors as Critical Zones

      Disables would make fights take even longer and result in a LOT of draws if you do not first address the inherent difficulty of a "kill". While I do like by system HP mechanics, there needs to be a kill point before most or all of your systems are crippled or the fight will just last until no...
    20. Nosajimiki

      Missile reload time fix

      Personally, I do not like this idea. Missiles kind of have a new neat balance to them that is not very power based like other weapons that give them a sort of unique feel/purpose, but I will add this as an option to the survey.