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    1. Nosajimiki

      AI vs Weapons 3.0

      I've been able to get about 15-30% defense out of AMS. I think missiles right now are just way too fast if you play 10km sectors like most people because they seem to be scaling to sector size. For weapons... cannons are total garbage with recoil. For beams, if you are using beam-beam, they...
    2. Nosajimiki

      Traffic Jams and Collisions

      Big issue with repulsion based AI pathfinding to prevent collision is that it is a multi-body problem, similar to the 3-body problem in astrophysics but if gravity were a negative force. Basically, it's easy to figure out how two bodies interact with each-other in real space because they are...
    3. Nosajimiki

      Measuring tool

      So basically you are looking for not linear distance, but X,Y,Z for advance copy pasting? Would it maybe make mores since to make it so you can just copy an area and/or set your tool size using two corners so you can skip intermediate steps, or are their other uses you would want for this tool.
    4. Nosajimiki

      Weapons 2.0 - :(

      I don't think he meant this this be "this is the meta". Rather, he was going for the idea that there are ways to add appropriate weapon mass to RP ships to make them PVP viable. If for example I was going for an enterprise type ship, I could use something similar to this to make the...
    5. Nosajimiki

      Ship size

      POWER 1.0 GUIDELINES: 1million is the most mass most servers can handle, rules or not, but even at those sizes, you need to design your ship head to toe for lag reduction to be able to actually have a same mass fight with someone and not kill your game. 500k is the standard benchmark of where...
    6. Nosajimiki

      PVP focused gameplay is the majority over all the other playstyles

      This is exactly what people said about all these mechanics before they became mainstreamed as "part of the game". Everything you can interact with is intentional. How players decide to interact with it is not. Let's take Rome Total War for example: It introduced a revolutionary new system...
    7. Nosajimiki

      A revelation on the redundancy of System Integrity

      Soft failure, sure, but shield leech is terrible from a game design perspective. If you have enough of an advantage against an enemy, you should be able to walk away unscathed without having to go through the annoyance of repairs. Current shield models already over-emphasize this enough...
    8. Nosajimiki

      Building tips

      Not great advice. Heavy weapons that leave big holes will not be a problem, but high rate-of-fire weapons will both cause you to burn and lag out the game. A better piece of advice is don't worry about the shape of systems that are smaller than 50ish blocks, since cutting them in half just...
    9. Nosajimiki

      block hp increase, since shields are hard to make

      Recharge is the big problem, yes. The other major issue I would say is that they cost way more power than the weapons needed to take them out.
    10. Nosajimiki

      PVP focused gameplay is the majority over all the other playstyles

      You should get the kiosk blueprint off of LvD. It is a logic system that lets you sell ship blueprints. It works best with servers that use the bar system, but can be configured to take any materials as payment
    11. Nosajimiki

      PVP focused gameplay is the majority over all the other playstyles

      These two ideas are actually more interrelated than you seem to think. I can do a single mining run and build a whole fleet of 5k ships, but a large battleship is a big investment in design time and materials. It is something to strive for, it is that carrot that keeps players motivated to keep...
    12. Nosajimiki

      QOL Improvements to Recoil:

      The problem with this is that when the game comes under lag, the sim rate slows down. This mean more shots are stacked in the queue between cycles forcing their recoil to add up without any time to cool down; so, even a small recoil that might be 0.3 deg when normally compounded can spread out...
    13. Nosajimiki

      Weapons 2.0 - :(

      Some players have designed turrets that actually do more or less what you are talking about that allows for the turret base to not pivot but still be used. The base is recessed a bit so that the barrel can contain systems that fit into the turret base and then have room to swing down. All...
    14. Nosajimiki

      PVP focused gameplay is the majority over all the other playstyles

      Hehe, yes, I think we can all tell he is not doing that or else we would not be seeing things break as often as they do, but that is not necessarily a weakness in his methodology in regards to the final product. Schine often writes around performance and not convenience. I'm not a Java dev, so...
    15. Nosajimiki

      Weapons 2.0 - :(

      Interesting analysis. I agree with a lot of it including weapon mass, etc, but I actually find most PvPers avoid this particular turret design. Recessed turrets cause tons of extra lag. PvP turrets are typically designed around avoiding main body to reduce lag and increase firing angles; so...
    16. Nosajimiki

      Stations 2.0 -BEFORE- Galaxy 2.0

      My entire post just an example, but my point stands regardless. AI follows rules and patterns. People just need to learn the patterns whatever they may be and come up with an appropriate battle plan. Maybe the AI is set to run when outmassed by a certain margin, so ppl use giant ships made...
    17. Nosajimiki

      Weapons 2.0 - :(

      I disagree. Different servers have different cultures. Most server admins DON'T want Schine choosing everything for them. In some cases, a server may need to turn off recoil for performance issues. Some may need to reduce or remove recoil because they use larger sector sizes and increased...
    18. Nosajimiki

      A revelation on the redundancy of System Integrity

      ^ I'm so dumb-founded by this thread, that it is easier to say that this is the only reasonable perspective I see. Is system death a good idea, sure, but but from "any" damage is so bad for game play, I can't fathom why anyone would want this. As for integrity being obsolete... it already...
    19. Nosajimiki

      Stations 2.0 -BEFORE- Galaxy 2.0

      DS-9 scales because it it is fiction. Star Trek says, if it's this big, that's how well it will perform. A: Star Trek also does not make a big deal about evasive action, Yes they say they are doing it, but it never seems to offset the outcome of a battle. In starmade, evasive action is a major...