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    1. Zoolimar

      New Power and viable shapes

      For 200k power you need 2k reactor blocks and will have a stab distance of 100% at around 236 meters. So a ship with such dimension will have a reactor-stabiliser group that weights 3.5 times less than what you have on this pyramid for the same energy generation. Considering that filling even...
    2. Zoolimar

      Why is META such a disagreement?

      Adding to this - same applies for any mechanics that could be exploited through docking additional entities in large quantities due to how it strains the servers and makes game that much less fun for everyone.
    3. Zoolimar

      Chambers using fixed % sucks

      Total weight for decor blocks with no purpose for combat ships should not probably exceed around 5%. And chamber puts you that much closer to that limit while not providing much benefits in actually decorating the ship. Old gravity blocks while needing more work to setup could do the same basic...
    4. Zoolimar

      Brainstorm This: Crew Chambers (no crew)

      Hmm, so let's say you have "workstations". Each system on the ship could have one or more workstations depending on it's size. Workstations must have a certain radius around them free of system blocks, dependant on the size of the system they support and with a maximum of around 3 blocks...
    5. Zoolimar

      Chambers using fixed % sucks

      Chamber still needs to be half the size of the reactor.
    6. Zoolimar

      Chambers using fixed % sucks

      All those kinds of ships were possible. There just was no reason to build them. And they still don't have a reason to exist. Same applies to combat ships. To see a lot of highly specialised builds you need to have the ability to run effective fleets with multiple kinds of vessels supporting...
    7. Zoolimar

      Prerelease v0.200.250

      For that you need better AI and fleet controls. As long as I can evade AI ships that have larger TWR than my own ship it won't work. Because there are no reasons to engage them at their best. Running from them is much more reasonable, especially since they spread around and you can kill them in...
    8. Zoolimar

      Chambers using fixed % sucks

      You mean how the speed (and maybe ECM) is the only meaningful defence in the real world? Even tanks moved from armour to combined systems with active defences and still need to constantly hide and move around to not get themselves blown up. Problem is, space is big. Like incredibly big. Even in...
    9. Zoolimar

      Prerelease v0.200.250

      Reason is simple - because game systems were designed in such a way that it was beneficial to do so. Because reactors had non-linear scaling and a cap - so of course you will build reactors up to cap and dock more of them. Shields had diminishing returns and it was possible to have some...
    10. Zoolimar

      Deconstructing Power in prerelease 200.251

      Config files support this source.
    11. Zoolimar

      Remove Stabilizers

      Both. And I think chambers too.
    12. Zoolimar

      Remove Stabilizers

      What's the point? They weight 0.4 per block. Or 1.6 times of Advanced Armor. Integrity, after a balance pass, would stop them from going spaghetti. So reactor would be more or less a single blob and probably tucked somewhere deep in the ship. Trying to cram every nook and cranny with them...
    13. Zoolimar

      Prerelease v0.200.250

      25+N^0.3*5 where N is the number of recharge blocks in a group. For 1000 blocks that would be 64.7 meters.
    14. Zoolimar

      Discussion - Removing, Improving, or Finding Alternatives to Stabilizers

      Or you could just decouple chambers from reactors. And make them based off the systems that they modify.
    15. Zoolimar

      Discussion - Removing, Improving, or Finding Alternatives to Stabilizers

      Around double the power per block, depending on the weapon. _____________________ Things about reactors: As Non pointed out in the other thread having a single reactor and relying on its RHP for ship survivability is not very good due to the fact that taking out that single critical point...
    16. Zoolimar

      Discussion - Removing, Improving, or Finding Alternatives to Stabilizers

      Ships getting stretched is a different issue. This is the old issue that integrity made by devs is supposed to beat: This is the new issue that is the result of stabiliser mechanic: Erm, I'm calm. Maybe it is some kind of miscommunication due to the fact that English is not my first...
    17. Zoolimar

      Discussion - Removing, Improving, or Finding Alternatives to Stabilizers

      Space and weight are really different things. The biggest mass sink on a ship is not interiors but hull. Though the bigger the ship the less a concern it is due to square-cube law. It's not my integrity. It's a mechanic in a pre-release build to stop spaghettification. It punishes building in...
    18. Zoolimar

      Discussion - Removing, Improving, or Finding Alternatives to Stabilizers

      1. Wasn't the problem before not the ships stuffed with systems, but the ships that were mostly empty space? Because it was hard to damage systems made in such a way. 2. The ship size should not be tied to reactor in the first place, but to the purpose of the ship. Cargo hauler even with a...
    19. Zoolimar

      Remove Stabilizers

      All ships look more or less like this. Even after filling the insides of the tube it still should have some space left. So it will look more like a couple of blobs connected by strings. Forward stabilisers, back reactors, shields in the middle.
    20. Zoolimar

      Remove firing arcs. Add targeting enhancements.

      Which is fine. It's better than normal guns that could be buried 50 meters under armor and other systems with no firing ports.