Search results

    1. Nosajimiki

      Trade Fleets

      "Impossible" may be overstated, but impractical: definitely. "In a voxel game, 90% of a ship's combat abilities are determined by layout. In a game where ships are just objects with a few global values like HP, weapon stats, etc. You can pull those stats and run a simple sim off of them. In...
    2. Nosajimiki

      Starmade memes

      LOL!!! I love how this response is exactly what the meme is about.
    3. Nosajimiki

      Trade Fleets

      Voxel makes "unloaded" combat impossible to calculate, but the game could in theory do loaded combat that automatically initiates between hostile AI forces. I think the concern is that this could result in massive lag spikes if players decide to send 5 mil mass fleets at each other because...
    4. Nosajimiki

      Improve Logic and display

      While we are at it... can we make displays use a console font, and allow enough characters to actually fill it? Ideally, I'd actually like a display to support much bigger text blocks, like maybe 5k characters so that you could use them for more complex regex and style tags and make projecting...
    5. Nosajimiki

      Station Fleets

      The FCM Treadaway was actually a good example of how hard a battlestation should be to kill, it could cream most capitol ships 1v1 and required coordinated attacks by multiple dark-side battleships to take down. However, they were 2-million mass each so when the dark adapted to bring...
    6. Nosajimiki

      [Weapons Update] Comprehensive Suggestions for Weapon Balance, Armor, and Shields

      The biggest problem I see here is that there is more to optimise than just missile count. I believe the game drops too many missiles because calculating 5000 explosions would crash the game. 5000 non-physical entities should not be enough to cause a major performance issue if well optimised...
    7. Nosajimiki

      Station Fleets

      The trick is to build the station to be appropriately strong to the patrol. If the base is small enough for most cruisers to one-shot, no need to give it a drone factory, just assign an expendable drone fleet big enough to punish smaller pirates, and not bankrupt you smashing against a full...
    8. Nosajimiki

      Station Fleets

      I like this. It is basically what pirate bases have been doing anyway for years. One addition to this idea is to use the spawn feature instead of the actual shipyard anchor when creating ships. It would still limit ship sizes to the shipyard's abilities, but this is more an idea to prevent...
    9. Nosajimiki

      Rename the Reactor FTL Chamber

      I would argue that the constant of C is just much slower (and far less constant) in starmade than in the "real" universe. A ship that arrives into visual range 1.5 sectors away often takes several seconds to become visible and when you shoot, the thing you are firing at is often somewhere else...
    10. Nosajimiki

      Systems 2.0 : Help Needed

      Also, the weapons update is removing weapon slaves for miners and adding "acid" to salvage beams. I have not messed with this in the dev build yet, but if building a new miner, expect to just need a single solid cube of salvager modules as single output beam. If you need a stop-gap miner for a...
    11. Nosajimiki

      Trade Fleets

      I expect a lot more fleets moving around post galaxy update. You will not so much see blockades of drones as you see the occasional "pirate player" where he sees a trade line in his map and moves to intercept, since there will then be frequent enough of trade to promote this kind of "living"...
    12. Nosajimiki

      [Dev Build] 0.201.004 - Weapons Update Current Early State and Discussion

      Frankly... the more I explore options, the real problem is that there are too many ways to break armor mechanics with intelligent weapon layouts, and too many ways to break weapons with intelligent armor layouts. This is a total meta PvP paradise, but terrible for any newer player who tries to...
    13. Nosajimiki

      Weapons 2.0 - :(

      lol, maybe if that is what my ship looked like, I'd be okay with it, but I'm literally talking about a weapon system that is only ~1% of my total mass.
    14. Nosajimiki

      [Weapons Update] Comprehensive Suggestions for Weapon Balance, Armor, and Shields

      This is where I disagree. Pilots need things to do other than shoot and straif. The biggest thing that died with chambers was piloting as its own "career path" because there is now so little to do in a fight. New missiles are too fast to waffle, new power killed weapons staging so timing your...
    15. Nosajimiki

      Weapons 2.0 - :(

      We are space Orks, the recoil makes it BIGGA!
    16. Nosajimiki

      Armor system function & goal

      Problem with trying to control weapon width is that you just end up back in the multi-gun drilling meta. I'd just fire 100 cannons designed to cut through your armor, then one big shot in the back to eat systems away.
    17. Nosajimiki

      Weapons 2.0 - :(

      No, recoil is all wrong for this game. Even firing a cannon-cannon weapon from a ship using ~10% of the reactor capacity (so not big for the ship's size at all). I was still having shots missing a stationary 400m x 50m x 150m cruiser at ranges of less than 500m. Even at what is typically...
    18. Nosajimiki

      [Weapons Update] Comprehensive Suggestions for Weapon Balance, Armor, and Shields

      EM technically does not exist in this system. 3 value mechanics are convoluting the system since EM is basically the middle ground anyway in regards to other suggestions it makes no sense to keep on that level. It also made for a "true balance" option of 50%, 50%, 50% which would basically...
    19. Nosajimiki

      [Weapons Update] Comprehensive Suggestions for Weapon Balance, Armor, and Shields

      Yes, makes since for optimization, but no since as a mechanic. As for tying missile count to launchers, I've felt that from the start. 20-7mil damage missiles should not use the same amount of ammo blocks as 20-50k missiles. While I understand the desire to eliminate distractor spam...
    20. Nosajimiki

      [Weapons Update] Comprehensive Suggestions for Weapon Balance, Armor, and Shields

      Three type damage could just be nixed for a simplified single value with very little change in how the system works. Basically, you have a single value that represents the gradient between EM > Thermal > Kinetic. Let's say for example %0= pure Thermal, %100= pure Kinetic. Beams (thermal) =...