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    1. Nosajimiki

      Missile reload time fix

      People keep commenting about how broken missile reload timers are; so, I figured I'd post a suggestion to address that. Right now missiles do not scale AT ALL to ship size. a 500k ship can not do any more dps with missiles than a 10k ship because of the way reload works. While I do not mind...
    2. Nosajimiki

      QOL Improvements to Recoil:

      I would go with "it would be way better to remove recoil". Cannons are inaccurate enough without it , but if we can't have such a reasonable thing, then I'd go with this idea and reduce recoil by at least 75%... or possibly even give it a WAY smaller effect, but let it bleed off slower such...
    3. Nosajimiki

      Ethics of Exploitation

      So... I was recently informed that one of the criteria of "Ethical Hacking" is to obtain permission from the owner of the data or system and to request a scope of how far is too far. So as a question for Schine (and in specific cases, server owners), how far do you want/not want players to...
    4. Nosajimiki

      Revert to System HP with reactors as Critical Zones

      So the general chatter on discord, is that reactor HP is not a good replacement for system HP because it it makes ships too hard to kill. Here is an example of a random ship with minimal armor, that I knew where the reactor was that I tried blasting at close range. As you can see, I pretty...
    5. Nosajimiki

      Systems 2.0 : Help Needed

      I read so many suggestions, I may have gotten one mixed up with a release note
    6. Nosajimiki

      Discussion Regarding Balancing the Doom Laser

      Used to make a bunch of Indie games back in the late 90s early 2000s. The game I am specifically referencing was a real-time derivative of Gravwars with the weapon diversity of Scorched Earth. Got so complex it need multiple people to control a single ship before we decided to scrap the...
    7. Nosajimiki

      Trade Fleets

      Binary dead, not dead only work with fleets of many ships. If its an unloaded fight between say, a cruiser and 6 frigates, the difference between the cruiser dying and taking down 5 frigates with it and the cruiser killing all 6 frigates unharmed is effically massive considering they are both...
    8. Nosajimiki

      Discussion Regarding Balancing the Doom Laser

      Yes, I feel we do. The whole point of a sniper beam, is that it is a moderately powerful, but reliable long range weapon. C-B is strong, but has accuracy and recoil issues. M-B is strong but can be shot down. B-B is the most logical weapon system for that role (as it has classically been)...
    9. Nosajimiki

      Discussion Regarding Balancing the Doom Laser

      Ummm.... how often do you actually PvP? I've designed weapon systems in this game that can blast a same mass ship in 30 seconds, and it's just not fun even when you are the one doing the blasting. I've designed video games with actual doom beams, and ruined the end game because they are really...
    10. Nosajimiki

      Discussion Regarding Balancing the Doom Laser

      But that is why you have bombs. Smaller ships now can take out MUCH bigger ones using them but it requires a lot of skill and a bit of luck achieving the exact niche that Doom Beams were envisioned for. But that kind of firepower on a hitscan weapon is a terrible idea. If there is no ROI on...
    11. Nosajimiki

      [DEV Build]Weapons 2.0 : aside Weapons !!?

      the 2km default is more of a legacy config. Starmade has not always had FTL or been efficient enough to support large ships, or had nearly so high of default speeds; so, once upon a time, that scale made since.
    12. Nosajimiki

      Rename the Reactor FTL Chamber

      Isn't Seed of Andromeda at human scale like minecraft? Moving around at no more than a few meters per second makes LoD balancing very easy. You load a 200x200 ish block of chunks at a time, and render distant stuff using highly simplified continuous meshes that don't actually have any physics...
    13. Nosajimiki

      [DEV Build]Weapons 2.0 : aside Weapons !!?

      AI sometimes bugs out, but rapid spinning and jumping around is as often as not a desync issue more than anything. This is already a reported bug... not much left to talk about. Sounds like you are using the default 2km sector sizes. Pretty much everyone useds 10km sector sizes now...
    14. Nosajimiki

      Discussion Regarding Balancing the Doom Laser

      This is the part of your statement that actually ballences the mechanic. "Doom beams" in sci-fi are pretty much always huge, often taking up large volumes inside the ship and requiring nearly the entire power out of the ship's reactor(s). Doom beams are big, expensive, and often not all that...
    15. Nosajimiki

      Discussion Regarding Balancing the Doom Laser

      Keep acid on beam-beam, just make it weaker. That way, you need a bigger ship to get the same "doom-beam" effect
    16. Nosajimiki

      Station Fleets

      Spawn timer is a good idea from an immersion standpoint, but it should be a short timer kind of like the shipyard so that respawn can happen in time to reinforce the battle. Carriers will only carry as many resources as they can afford to lose. Since worth while drones are kind of expensive...
    17. Nosajimiki

      Discussion Regarding Balancing the Doom Laser

      Exactly, I was thinking 2x damage dps damage because this would roughly simulate an ion lance. At this strength, armor blocking one would be hard but doable which would further simulate the utility of the Ion Lance as something that would not have the robust armor breaking ability of a cannon.
    18. Nosajimiki

      Discussion Regarding Balancing the Doom Laser

      Frankly... I hate the idea of keeping it a "doom beam" at all. We already have bombs filling the role of a special tactics, big ship killing weapon. Instead of restricting how it can be used, just make it weak enough to be balanced. Last I checked it was 10x as strong as its dps equivalent...
    19. Nosajimiki

      Trade Fleets

      On a good server, local resource limits are more of a problem than server resource limits; so, people build to what thier computer can handle. Unloaded combat encourages building to server limits meaning there would be far more server-wide lagging engagements which effect everyone's qol. And...
    20. Nosajimiki

      Rename the Reactor FTL Chamber

      Is it? Starmade is abstracted reality at best. Stars fit in a 10km wide sector, worlds are measured in the hundreds of meters, entire star systems are less than 100km wide. Since the planetary diameter of our solar system is 10 light hours, on that scale, it should an hour for light to cross a...