Search results

    1. Panpiper

      New Power DEV Thread

      This is absolutely false. The problem is that the old system 'permitted' an enormous amount of brain time and building nuance to squeeze greater performance out of a ship. It had more depth and nuance than ANY other build system in the history of computer gaming. Schine for some inexplicable...
    2. Panpiper

      New Power DEV Thread

      It would seem to me that if stabilizer distance was no longer a thing, if power was simply a matter of power blocks and corresponding stabilizers to keep the power blocks from cooking off in battle, that there would be little reason to maintain the prohibition versus docked power. Self powered...
    3. Panpiper

      I finally wrote a review of Starmade, after 1000 hours.

      The old system did NOT reward cube ships at all, not one tiny bit with respect to power. I could get max power out of any shape at all, as long as at least one dimension exceeded 100 meters. Turning rates rewarded cube ships however, AND STILL DO!
    4. Panpiper

      I finally wrote a review of Starmade, after 1000 hours.

      The optimum ship shape with the current system being worked on would be a long thin line, perhaps with a bump on each end, just like a dumbbell, except instead of being a straight line, front to back, it would be a sloping line at 45 degrees to one side and up or down. No ship 'should' look like...
    5. Panpiper

      New Power DEV Thread

      The ONLY thing stabilizers do right now is limit power to ship size, to force high power ships to be bigger than low power ships. However the manner in which they do so creates a massive incentive to build long, thin dumbbells or worse, long thin oblique ships. The problem is that only the...
    6. Panpiper

      New Power DEV Thread

      You are correct except for one extremely important point, "the casual builder is prey". Most PvP players are not in the slightest bit interested in preying upon casual players. There is utterly no challenge in it. They ARE however the ones most likely to come to your rescue when you get jumped...
    7. Panpiper

      I finally wrote a review of Starmade, after 1000 hours.

      Believe it or not, that is NOT the optimum configuration. That is the optimum for people who actually care what a ship looks like, who care that a ship looks like a ship. The REAL optimum looks like nothing a ship should look like.
    8. Panpiper

      How useful actually is armour?

      LOL! That was funny, a paperweight.
    9. Panpiper

      New Power DEV Thread

      Make power blocks 'explode' from damage the way auxiliary reactors did in the old system. Have stabilizers reduce the frequency and extent of the explosions, with maximum stabilizers eliminating all explosion effect. I would certainly vote in favor of eliminating the distance factor for...
    10. Panpiper

      I finally wrote a review of Starmade, after 1000 hours.

      No, it's, "Everything changed and I don't like it, for reasons." As for it not being constructive, sometimes voicing unrelenting disapproval can itself be constructive. Besides, I have made literally hundreds of constructive posts about all aspects of the game. Am I not allowed to say something...
    11. Panpiper

      New powersystem, some numbers.

      Try putting all the stabilizers 200 meters to the rear, 200 meters to one side, and 200 meters above or below, in one clump. That will give you the same numerical distance as a 600 meter long ship but with a MUCH better turn ratio. Clad your stabilizer clump with black hull so it's not so visible.
    12. Panpiper

      I finally wrote a review of Starmade, after 1000 hours.

      There was a time that Starmade had extraordinary promise. It had the potential to be the perfect meld between a highly nuanced building game of extraordinary tactical depth, a first person space RPG, and a grand space strategy game. That potential was still a long way off given that it is a VERY...
    13. Panpiper

      New Power DEV Thread

      In the old power system, there was NO shape that I could not put two million power into. The only exception was if you wanted something smaller than 50-100 meters and needed it to conform to a narrow/flat shape. Such a small, essentially fighter craft, 'would' be power limited to some degree...
    14. Panpiper

      Antiswarm Tech R&D

      The new power system is going to obliterate any theory crafting we do. With no docked power, no self powered turrets, no auxiliary power reactors, large ships are very likely to be utterly starved for power relatively speaking. It is very unlikely that we will be able to deploy anti-drone...
    15. Panpiper

      How useful actually is armour?

      For a novice builder or someone not prepared to spend hundreds of hours mastering the game before starting on their ship building, armor should be used sparingly. You should build the walls of your bridge (where you keep all your computers) using advanced armor. That includes covering any light...
    16. Panpiper

      How do you build?

      In my opinion, following this advice is every bit as dangerous as focusing solely on damage per projectile. I see lots of people who put out decent amounts of DPS that winds up being easily soaked by a well armored ship, because none of the hits can actually break armor blocks. Well armored...
    17. Panpiper

      How do you build?

      The amount of surface area you can cover with turrets is limited. The power you have available is also limited. I will know before building roughly how much power and surface area I will have, and I will build the turrets to fit that area before I build anything else. I will also have a very...
    18. Panpiper

      How do you build?

      The first thing I will do is to have a VERY clear idea as to what mission a ship is meant to perform in the game. With that mission in mind, I will brainstorm for hours on end about all the ways in which that mission 'could' be preformed optimally. The primary consideration is what systems will...
    19. Panpiper

      Devblog 2017 - 09 - 21

      Chambers have nothing to do with the power system. Chambers could have easily been implemented with the old power system. My criticisms have nothing to do with the chamber system.
    20. Panpiper

      Devblog 2017 - 09 - 21

      On larger ships, there was indeed little skill creating maximum power, unless you were also using docked power. A few sets of lines exploiting all three dimensions of the ship, and you were set. On larger ships still, you could get away with just lines. The skill came when squeezing two million...