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    1. Zoolimar

      P2 fighter/bomber scale

      There is already a way to do it in a certain sense. You make a long line with multiple docking ports and dock say 10-20 fighters to it. And save the BP. Now you could spawn 10-20 fighters from one BP.
    2. Zoolimar

      P2 fighter/bomber scale

      That's cool. Not only ships start exploding from overtaxed reactors or strain on the shields but shields would explode too themselves. Really nice.
    3. Zoolimar

      P2 fighter/bomber scale

      You also need to dock it. There is a separate setting that seems to transfer damage to reactor HP if any blocks on the ship are damaged. Though I didn't test it.
    4. Zoolimar

      P2 fighter/bomber scale

      Yeah, as I feared. You could check the Block Behaviour Config - there is a line that says that reactor HP takes damage if stabilization is under 90%. The damage is a certain % of the total incoming damage depending on how high is your stabilization. So you had 60% stabilization, your reactor HP...
    5. Zoolimar

      P2 fighter/bomber scale

      Try to build a capital ship in new power. New shields have an up to 5 seconds dead cycle after being hit. So in theory you should be able to destroy the ship of any size given time if you don't stop shooting. Of course if it doesn't destroy your ships first.
    6. Zoolimar

      If you could add/change/remove one thing in Starmade, what would it be?

      Or maybe the mechanic is bad. Like some people said "want space for crew - add crew quarters".
    7. Zoolimar

      META, What is it?

      It should not affect ships in 30+k range much. As long as you can drop a 6x6 thick systems their integrity will be very high. Don't know about your ships but on my gunship (5k) I could easily afford a single block thick 20-30 bocks long "barrel" for the main weapon group. Due to their size...
    8. Zoolimar

      Voxels Versus Creative Freedom

      So you want to have multiple power beams on your craft that could be hit and the need to defend each and every one of them? It also blows up the size of the ship immensely. And even ships with one stabiliser group already have a lot of free space.
    9. Zoolimar

      Prerelease v0.200.250

      1) Because installing short ranged weaponry on a mostly unmoving target is somewhere below the Darwin award level. 2) Why do I need to turn? What stops me from embedding AI controlled weapons deep inside the rock facing all sides ?
    10. Zoolimar

      Prerelease v0.200.250

      Why would I care that it's a sitting duck, when my weapon range is the same as that of my opponents but to destroy the asteroid they'll need much more time than for me to crush them ? Why would I need to move it that much at all ?
    11. Zoolimar

      Prerelease v0.200.250

      So what in this case would stop people from building a level 5 reactor inside a 5M tons asteroid and fighting from inside it?
    12. Zoolimar

      Voxels Versus Creative Freedom

      Easy - you need systems that must stick out. Weapons, sensors, those sorts of things.
    13. Zoolimar

      Stabilizer Mechanics: Flux Dissipation

      You could make this in current config files. After devs added the ability of reactors to generate full power at partial stabilisation. Set distance needed to 0 Set minimal stabilisation needed to 0 Now reactors will always generate full power and blow up if you so much as sneeze at them if...
    14. Zoolimar

      Prerelease v0.200.250

      10 blocks.
    15. Zoolimar

      Turret nerfs

      Then you probably should have started with suggestion that allows single output non-missile weapons to deal proper damage to targets. Because without that turrets still would be the way to go - for they allow to ignore the group penalty.
    16. Zoolimar

      Turret nerfs

      In this case you should start with removing energy penalty for multiple weapon groups on a single computer. It's a much worse offender than turrets themselves.
    17. Zoolimar

      Power 2.0 Stations!

      You already have your diminishing returns with formula using power 0.3
    18. Zoolimar

      Prerelease v0.200.250

      From the looks of it and their power generation/shielding they look like frigates/corvettes that were squeezed into fighter mass range.
    19. Zoolimar

      Power 2.0 Stations!

      Shield Radius = 25 + 5 * (Recharge Block Count^0.3) So Block Count to cover a 8km sector would be around ~5M blocks. Or 500k mass in rechargers.
    20. Zoolimar

      Prerelease v0.200.250

      That's reasonable and it is my experience with Isanths too. They don't present any danger but are frustrating to deal with. They circle you at maximum range of their weapons and try to plink you with their guns that can't even overcome shield regen on anything that was built with a thought about...