After pushing Launch in Launcher game just doesn't start and the launcher goes down too after a couple of seconds. It doesn't matter if Starmade is launched from a stand-alone folder downloaded from the site or through Steam.
The latest version on the other hand launches without problems...
That was a case in previous version of weapons, no? Not with that exact formula but bigger weapons were worse at penetrating targets due to loss of damage on each penetrated block, no matter what the block was. Which lead to pillow like armour where girders or other light and cheap blocks were...
Most people cover system blocks with some kind of a non-transparent shell to prevent rendering of animated blocks. So those exposed faces are not actually exposed. They are just not covered by other system blocks in the same group - which is exactly what counts for integrity.
You said it yourself. You can't pile up armour at a single point. Even using tricks with sloped armour and partial armouring just adds a coefficient to your armour thickness but doesn't remove the inherent difference in scaling speed. And at larger sizes the difference will be very big.
That...
I can't see how a linear model could work.
Weapon power scales with mass.
Armour thickness scales as power 2/3 with mass.
So unless the point is for armour to be irrelevant as direct defence on bigger ships it probably won't work. Spaced armour and some skinning to counter very small ships...
Nah, for me it's not a problem. I always build the bridge first, then systems and only then all the other stuff. But many other people build a shell first, plus interior and only after that start to fill everything that's between a shell and interior with systems.
There is just one problem - it would make most RP builds more or less unviable. To work with such a system you absolutely must build systems first and most RP builders work on the shell first and only then start to stuff it with systems. Even if the resulting system groups would have positive...
Considering that fast-reloading missiles at 0.2 sec would need at least 10 times more energy production than missiles with 2 seconds of reload and will have absolutely atrocious range I don't see how they would be effective - besides lagging the server to the death in case they actually start...
Why do you need to scale flight time with size? I don't see how that follows.
Want a giant missile system with 2 seconds recharge time? Go on. But you'll need to cough up the energy for its recharge in 2 seconds.
Same goes for long reload missiles - they would eat less energy per second and...
What about tying missile life time to missile reload time? And removing the missile capacity altogether.
You want a 2 second recharge missile? Go on, but it would have only 2 seconds of flight time and will self-destruct after that.
Built a missile with 60 second recharge time? Good, it could...
It seemed like the devs had no unified direction for general systems of the game before power 2.0 but at least what was there was somewhat polished and worked.
New updates still lack direction and have no polish.
Surface shields: The good part they do not put much strain on the server and work consistently. Though how they are currently implemented means that their application bubble radius would shrink after shields are damaged - still it's not a big problem considering that chances of recharging a...
There is no better in this case. Unless of course you implement both of them in the same game.
As pointed out bubble shields allow small craft attacks or ramming to bypass shielding and allow to shield allies without the need for specialised designs.
Surface shields are harder to circumvent...
Supposedly it won't be needed after weapons update. Building 1-5 outputs in a proper shape/composition would be enough.
It seems integrity is recalculated in real time. So each time you damage a system game runs an integrity check on its blocks.
Considering that shields currently do not recharge under fire that seems irrelevant. If your shields are down chances are good you won't be able to recharge them anyway - so losing them is not a problem.
But cubic shape also will have a lower volume and larger or even much larger ship...
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