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    1. Zoolimar

      Prerelease v0.200.250

      It's not so much math problem as it is an UI problem. If you had a nice ship information screen, where you could see the power draw of systems in absolute numbers and percentages it would be much better. With ability to group, sort and shuffle them. What there exists right now is not very user...
    2. Zoolimar

      Prerelease v0.200.250

      And all you have achieved is made combat ships longer and more needle like. The basic Isanths and other ships will continue to not present any danger due to their armor/decor to systems ratios. When the ship of the same mass sports 5-10 times the power and also probably has better acceleration...
    3. Zoolimar

      Brainstorm This: Crew Chambers (no crew)

      No, that's just description of how it will look. Volume of the chamber (minimum 0) should scale with the size of the system. Number of workstations (minimum 1) and crewmembers (minimum 0) needed scales with the volume of the chamber. So a small system would have only 1 workstation and maybe...
    4. Zoolimar

      Prerelease v0.200.250

      Seems like a lot of wasted blocks, calculations and effort to do something that could be easily rolled into reactors for the same effect. And the effect is not very good due to how it encourages highly spread out ships and makes dense ships even more vulnerable.
    5. Zoolimar

      Prerelease v0.200.250

      •Remove stabilisers - Now by power every ship shape is equal and you could stuff the systems everywhere. •Allow multiple reactors - with linear scaling most docked power shenanigans would be gone, but you still could make self powered turrets. •If you absolutely hate island ships you may...
    6. Zoolimar

      Brainstorm This: Crew Chambers (no crew)

      Small ships / systems -Have a 0 volume chamber size. -Need only 1 workstation. -Don't need crewmember to work the workstation (when crew actually arrives). So for a ship you will have a couple tiers of chambers: Tier 1: Smallest ships, have only 1 workstation per system and no need for the...
    7. Zoolimar

      What makes a good mechanic?

      With power streams happening I'm tempted to say - allow multiple reactors and make them feed only systems connected by power streams. If the power stream is hit damage goes to both the system and reactor. If there is stabilisers they take the reactor part of damage (no stab distance, they could...
    8. Zoolimar

      Prerelease v0.200.250

      Because any block that has a mass of 0.01 (even if it has only 1 HP) tanks the damage better than ANY armor by mass. If you change advanced armor, standard armor or hull for the equivalent mass of girders or any other blocks with 0.01 mass your ship survivability will increase due to how damage...
    9. Zoolimar

      New Power and viable shapes

      So you suggest to tank the effectiveness of a combat ship with useless features and consider it a good approach to building one? You literally suggest to take an effective ship and transform it into a mess of unneeded blocks, raising its cost and lowering its defences by cutting into speed and...
    10. Zoolimar

      Pre-Release Stab.Intergrity Update Dev Thread

      For reactors without stabilizers there seems to be set up a couple of hurdles in config file. It should be noted that I don't know how many of them are implemented (it needs proper testing) but there are following things: Reactor explosions upon being hit - reactors with no stabilisation...
    11. Zoolimar

      New Power and viable shapes

      And how does the fact that it is made mostly of empty space change that said titan, if done right, still could trample over most ships ? The space the stabilizers create is irrelevant for the ship. Because you can't damage empty space. A properly built combat ship will continue to kill everyone...
    12. Zoolimar

      Heat/Cooling as an alternative to stabilizers and reactor HP

      Yep, ideally almost every block on the ship, except some flora, should be given purpose. So that placing decor blocks does make the ship more powerful in some way.
    13. Zoolimar

      Heat/Cooling as an alternative to stabilizers and reactor HP

      No, I mean that any mechanic that doesn't make a ship look like a space opera space ship harms RP builds. The more severe the mechanic the greater the harm. Now, how many RP ships have a swiss cheese checkerboarded armor ?
    14. Zoolimar

      Deconstructing Power in prerelease 200.251

      Seems like it is pretty straightforward. 2*(-7.5 + (Blocks^0.333)*10) = Distance Let's check it out - for 1000 blocks you'll have 184.54. Or something like this if I calculated right. EDIT: Well the game gives me 183.9, probably due to some rounding.
    15. Zoolimar

      New Power and viable shapes

      There is no "decent power". There is only "MORE DAKKA!!!". As long as you can cram more things in your ship that could be effectively used - you should do it. So if you build a reactor of 1000 blocks in size your systems should use almost all of its energy plus some small amount could be left...
    16. Zoolimar

      Heat/Cooling as an alternative to stabilizers and reactor HP

      Yes. 6 checks per block, repeated every time you put down a block (or even when they are destroyed). Let's say we have 1k of hull - that's 20'000 blocks or 120'000 checks where you must use some kind of ray or vector to see if anything blocks the side of the block. Optimization is required for...
    17. Zoolimar

      Heat/Cooling as an alternative to stabilizers and reactor HP

      No. Not like this. This leads to a full on 3D checkerboard which would be a pain on bigger ships.
    18. Zoolimar

      New Power and viable shapes

      The difference is not big enough due to non-linear scaling of the distance. Unless you go like 5% effectiveness. Which would mean 20 times the stabiliser mass.
    19. Zoolimar

      New Power and viable shapes

      Not that much more unwieldy than the pyramid with the same power generation and weights much less. I'll need to check it, but I think it is possible to just make two docked shields on a stick. Then I'll mount this stick in the middle of the ship so that one shield covers the front and other...
    20. Zoolimar

      New Power and viable shapes

      Or I could build 3 times more powerful reactor for the same mass. It may work on the stations that don't need to move, but on ships it's just not a good choice to raise your mass so much. Here is the design. Just remove armor and add the turrets on sticks around it. Or without sticks, just...