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    1. Zoolimar

      Reactors and "Ship Modes"

      Reactors with stabilisers could weight up to 1/5 of your ship mass depending on how heavy you go with DPS weapons and shield regen. Don't forget that they both have 0.4 mass per block. Which means each additional reactor could add up to 10% to ship mass. Armor, besides antimissile shells, is...
    2. Zoolimar

      Prerelease v0.200.250

      You would if it was intended from the beginning. _______ Mass, current energy production and current active shields - penalty to stealth Distance to the scanner and mass of stealth modules - bonus to stealth A big ship could activate small reactor, deactivate shields and get pretty close (but...
    3. Zoolimar

      Prerelease v0.200.250

      Hmm, so one of the most critical systems on the ship actually could be spread around as a 1x1 line grid ? Ok.
    4. Zoolimar

      The Stabilizer Fix

      The thing is even with conduits nacelles don't make much sense. Doing a more hard sci-fi looking long frame ship, where conduits go from back to the nose connecting everything and could be protected by forward facing armor plate together with everything else on the ship is more mass / resource...
    5. Zoolimar

      Prerelease v0.200.250

      This ring will blow up the moment even one of its blocks is hit. And it will do it pretty spectacularly. Because it has no integrity. Good luck eating up to 50k damage in multiple spots around your ring. At current settings you must have at least 2x2 strands for them not to blow up after...
    6. Zoolimar

      The Stabilizer Fix

      Why ? Damaged reactor will already start losing power. For what purpose do you need a second type of block to do the same thing ? If you want reactors to be bigger just cut the energy production per block.
    7. Zoolimar

      Balance weapon stats to only require a few system blocks

      2x2 strands are all right. Don't know how much it will actually nerf spaghetti. And with how the mechanic is setup it is not that easy to make the ratios for anything over 3x3 to work right without getting on the toes of RP builds. Though should be possible.
    8. Zoolimar

      Prerelease v0.200.250

      There is no longer any divide between shields on docked entities and mothership - they just project a radius protecting anything in it as long as it is on the same dock chain.
    9. Zoolimar

      New Power DEV Thread

      Lancake once said in the chat that they stealthely added some ways to combat spaghetti ships. That's probably one of them.
    10. Zoolimar

      Armor scaling with mass

      The limit would depend on how large the Y is in the formula. For example if you use 0.1 you'll need to have at least 10% of your ship mass in armor to reach 50% of armor reduction and 99% to reach 90.8%. By modifying it you could change the realistically achievable damage reduction. Ah no sorry...
    11. Zoolimar

      Armor scaling with mass

      Why ? Inability of very weak guns to damage armor seems like a good way to limit use of waffles and should lead to fewer but heavier cannons. Also I doubt you need AHP at all in such a variant. Though you do need weapons to be able to spread their damage around the hit block much better than now.
    12. Zoolimar

      Armor scaling with mass

      You don't need to modify block HP if you allow for reduction percentages to go over 99% but less than 100. At 99% you multiply each HP of a block by 100. At 99.99% by 10000. Also cap is not a very elegant solution, it's much better to use some kind of ratio formula that naturally limits the...
    13. Zoolimar

      Balance weapon stats to only require a few system blocks

      I doubt you really want that. Because that means that trying to damage weapons on your opponent's ship is useless and the only viable way to cripple it would be to hunt for the reactor. That means that there will be not that much difference in firepower between the ships at the start of the...
    14. Zoolimar

      Armor Tanking: Using the new Shield 'bubble'

      What about mounting it on a turret made to shoot at your target ? Won't it try to follow the enemy ship and thus always place the armor part between you and them.
    15. Zoolimar

      Balance weapon stats to only require a few system blocks

      There are a couple of problems with making weapons very powerful per block. Mass - you'll also need to buff mass of weapon blocks or anyone an their mother would be carrying spare batteries. You destroyed my main array? Shame I could afford to have 3 more. Size - Not only weapons would be easy...
    16. Zoolimar

      SOLUTION TO SPAGHETTI AND DOCKED ARMOR - YEAY MATH!

      No more. Minimum block weight currently is 0.05 in dev build. Which means that for a strand you'll have almost double the weight in casing. So a full spaghetti ship will weight around three times more than it's systems (Or around 66% of total ship mass in hull and decor blocks). Compared to...
    17. Zoolimar

      SOLUTION TO SPAGHETTI AND DOCKED ARMOR - YEAY MATH!

      I feel like this suggestion is like putting a bandaid on a festering wound. It may even work, but it should not be needed. Instead it would be better to deal with problems at a more basic level which this suggestions tries to correct.
    18. Zoolimar

      HowTo build a ship in the new dev build

      Then there probably should have been other benefits for building them closer to a reactor besides a little more squat shape of a ship. Maybe there will be in further updates. But we work with what we have.
    19. Zoolimar

      HowTo build a ship in the new dev build

      Only it doesn't make armor much better. In fact lower mass plus better protective capabilities of a single block would have been better, because then you could at least armor some critical locations. Armour HP is spread all over the ship and doesn't help in that regard.
    20. Zoolimar

      HowTo build a ship in the new dev build

      Ahh, but you see, they all weight 0.05.