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    1. Haalon

      StarMade Ship Systems 2.0

      And also, if the only limit to the effective size of a reactor is the distance to stabilizers, than thin and long ships will be much more effective than other, more compact ships of the same mass.
    2. Haalon

      StarMade Ship Systems 2.0

      Yeah, but this enegy discharge is said to be considerably less than the power consumption per second during the recharge.
    3. Haalon

      StarMade Ship Systems 2.0

      So, since all weapons will have inner power storage enough to fire it once, what will prevent players from building One-Strike Ships - ships with huge alpha strike weapons that uses that inner charge to fire them once and easily annihilate any ship of your size or even bigger. Especially since...
    4. Haalon

      I found a very interesting conversation today

      I don't think so. Many dudes who were against that power change explained their opinion, and quite often their opinion nailed some real problems of that overhaul.
    5. Haalon

      "Heat Boxes" and Crew - Why it Works

      I mostly worry that the crew management will turn into boring and time-consuming routine, and will bring lots of lags with it. Yep, crew can have interesting uses in game, especially with boarding. But if there will be issues I worried about, than, I think, it's better not to implement crew...
    6. Haalon

      "Heat Boxes" and Crew - Why it Works

      Well, I wasn't going to write anything here, but you so precisely described my thoughts about crew, that I cannot not to mention it. WHY do we actually need crew? As for me, it looks like some sims inside the starmade, or like some tool to justify high use of interior in your ship. Probably the...
    7. Haalon

      Proceduraly Generated Fauna

      We already have retarded AI. And there is no difference between the fleet controlled by an AI and the fleet controlled by NPC controlled by an AI. You know, I am not against proper fauna and npc implementation, I just find it not that important.
    8. Haalon

      Proceduraly Generated Fauna

      That's not so easy. Lots of games are one-dimensional, but last long. CS, Dota, chess - are all one dimensional, but they surely last long - because they are rich, diverse in their narrow dimension.
    9. Haalon

      Proceduraly Generated Fauna

      I never understand reasons of that obsession with fauna, flora, npc, etc. Starmade is all about ships, and fauna is completely unrelated to them. So, why do we need these procedurally generated jerks if they will be just moving decorations?
    10. Haalon

      Flexible Power System Overhaul Proposal (updated)

      Oh, I haven't said one important thing about docked entities. In our current game, we have both penalties from power group count and the overall power softcap for every entity. This two things greatly encourage the usage of docked entities, since they can avoid both penalties and softcap. This...
    11. Haalon

      Flexible Power System Overhaul Proposal (updated)

      Nope, I am playing Starmade only for ~2 years. So, I haven't played with that system, and I don't know much how it actually worked. But for me, it seems like it can be used as example, that any bright idea, if pushed out of its limits, will turn into nonsense. Real-time customisation is nice if...
    12. Haalon

      Flexible Power System Overhaul Proposal (updated)

      First off, I have never said that the current power system is broken. It has some issues with softcap, docked entities and regen bias, but still, it works. So, I don't want to repair it. I want to improve it. And maybe, the issues that I stated at the beginning, should be considered not as the...
    13. Haalon

      Flexible Power System Overhaul Proposal (updated)

      Thank you for your answers, and sorry for my late reply. Don't get me wrong, I don't deny that there is much more meaning in system design than just block placing. Especially if it is a weapon system. But block count is essential value for every system now. Even well build weapon system, with...
    14. Haalon

      Some Final Words on the Power Thread

      Well, your idea is very close to my proposed one. However, in some cases I took opposite ways of dealing with issues. I ll start with energy interactions too. energy generation: - (potential) energy generation rate per block (exponential) - (potential) energy capacity rate per block...
    15. Haalon

      Flexible Power System Overhaul Proposal (updated)

      In fact, we talked only about problems I stated at very beginning of my proposal. What do you think about proposal itself? You look like a guy, who is skilled at finding flaws and biases in game mechanics. So, your opinion would be valuable.
    16. Haalon

      Thicker, better, stronger, a new armor mechanic

      So, in case of 2 layers of standart armor, you want it to be (1-0.6)*0.6 = 0.24 of initial damage done to the first layer block?
    17. Haalon

      Thicker, better, stronger, a new armor mechanic

      It has actually 90% reduction now. If you reduce damage twice with 75% reduction, you will get 6.25% of initial damage. Overall, I don't clearly understand your idea. Do you want to apply reduction to damage that has left after destruction of armor block?
    18. Haalon

      Flexible Power System Overhaul Proposal (updated)

      It's not a bad thing, yep. It's just a consequence of 'block count' paradigm. I personally would prefer ship packed to its limits with system to a ship with lots of filler blocks. So in my mind, systems in tiny space does work. But do it much less effective than now, so in some cases, it's...
    19. Haalon

      Flexible Power System Overhaul Proposal (updated)

      It's not a specific shape system. All systems with computer controllers will still be systems with computer controllers. Only thing that will change for them - is the way how their block count affects their stats. Power system, however, works differently. It still can have any shape, you can...
    20. Haalon

      Flexible Power System Overhaul Proposal (updated)

      What? What are you talking about? It's enirely player's task to build a ship. And the skill of a builder ofc affects the quality of a ship. As for this flexebility, I think there is some misunderstanding, so let me quote myself: