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    1. Zoolimar

      Turn down salvage beam intensity a smidge...

      On the other hand if you lower the intensity then double waffles would look pretty pitiful from the side. There is also no need to put a camera in the middle considering that beams are instant hit.
    2. Zoolimar

      Idea for (One Hit) Ceramic Armor

      It already works like this. Only you need to make big armour bricks where with your proposed ceramics you would be able to build them in any shape. Unless of course you add integrity to them, but in this case you are really pushing it with how much of the server resources the armour will be taking.
    3. Zoolimar

      Idea for (One Hit) Ceramic Armor

      So, what happens if enemy uses a waffle of 1-2 damage weapons ? Does armour still cracks? Though in this case you could probably cover it in a shell of hull or normal armour. And well there is another problem - it will still suck due to weapons outscaling it. The same problem from which the...
    4. Zoolimar

      Less tedious asteotech repairs

      Probably the same way it would check for the fact that a certain block is available. 1- Fire beam 2- Hit the block 3- Check for if block is available 4- If block is not available check if substitute is available Adds one more check per block if the same black is not there. Make it cost 2-5...
    5. Zoolimar

      Faction Point Generators/Replacements - Aka food and fuel

      Isn't that why, for example Eve and other MMOs, have invulnerable NPC bases where you could stash your things and zones friendly to new players where NPCs would punish people who try to PK ?
    6. Zoolimar

      StarMade Weapons Update Prebuild

      Because you more or less describe the previous system, or even deeper one, and it was scrapped in favour of what we have now.
    7. Zoolimar

      StarMade Weapons Update Prebuild

      In a game not about physics specifically they always come after gameplay and performance concerns. Even Kerbal Space Program simplifies physics due to gameplay and performance suffering from it. Especially performance. What do you think will happen if someone will go over an enemy fleet with a...
    8. Zoolimar

      [Dev Build] Weapons 2.0 further testing impressions

      I don't think you could aim it properly right now even if you have a camera on the ass of your ship.
    9. Zoolimar

      Warheads are inconsistent

      Check Flying Debris on the dock. He made one of the best uses of a warhead.
    10. Zoolimar

      Automatic Salvager

      It is for a 200+ version. Though they may have changed it but if I remember right there is no reason to have more than 20 blocks - game just won't salvage more per beam per second. They basically upped the power of the beam 5 times from old times when you needed 100-200 blocks. Also if my eyes...
    11. Zoolimar

      [Dev Build] Weapons 2.0 impressions from testing the basic 3

      Does it work properly? If yes it's cool. Combined with missile HP it would mean you no longer could just sprinkle PD turrets everywhere - you'll need some real damage on them.
    12. Zoolimar

      Automatic Salvager

      As Sachys said you can't use a rotating turret block as they can't be replaced with buttond. But an AI turret very much could be mounted on a load/unload rail and work. Though in this case you need to either choose asteroids small enough to fit within salvage beam range and 30 degrees of freedom...
    13. Zoolimar

      [Dev Build] Weapons 2.0 impressions from testing the basic 3

      That ignores the fact that before that you need to get past the beam alpha strike at max range. And nothing stops you from placing the beam on a turret. Or maybe, say, 6 turrets for best coverage. You should measure effective ranges of the weapons. For cannons it is pitifully short except for...
    14. Zoolimar

      [Dev Build] Weapons 2.0 impressions from testing the basic 3

      As outputs scale linearly you basically want to split the weapon as many times as needed. So let's say the enemy is 2 times lighter than you? That probably means you want to split your gun in 2-3 outputs. It would be 10 times for something 10 times lighter and so on. Basically too big of a gun...
    15. Zoolimar

      [Dev Build] Weapons 2.0 impressions from testing the basic 3

      Exponential growth is bad because it puts additional advantages on heavier ships. Which already have enough of them. Also weapons already outperform armour by a good margin, especially as the size goes up. Multi-output weapons are better when dealing with smaller or lightly armoured targets...
    16. Zoolimar

      [Dev Build] Weapons 2.0 impressions from testing the basic 3

      Yes. I think it was even suggested a year ago when there were pretty active threads about armour.
    17. Zoolimar

      [Dev Build] Weapons 2.0 impressions from testing the basic 3

      No. It is beneficial to have many outputs (beams) instead of one. But the benefit is somewhat undermined by penalties - either by the complexity of installed system (a shitton of computers) or by penalties to energy consumption. This is gating, as in adding strictly negative features on a...
    18. Zoolimar

      [Dev Build] Weapons 2.0 impressions from testing the basic 3

      That only works for pretty small ships. And if you make the power draw too big it would cripple small ships that want more than a couple of weapons. It should innately be beneficial to have a big weapon instead of multiple small ones when fighting against a single opponent. But, naturally, it...
    19. Zoolimar

      [Dev Build] Weapons 2.0 impressions from testing the basic 3

      How are you going to hit a ship jumping away with missiles? I don't remember anyone trying to run normally in Starmade. Most people just jump. So a death spiral before shields even down. By the time shields are down enemy ship already lost 30-50% of it's combat capability and as it was already...
    20. Zoolimar

      [Dev Build] Weapons 2.0 impressions from testing the basic 3

      Splitting outputs over different computers is an old tradition. In worst case nothing stops you from spreading them over different entities.