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    1. Zoolimar

      Missiles and Large Ships vs. Small Ships

      You won't be able to do it in the new system. Only reactors would count. So you could blow up 90% of the ship but if the reactor and stabilisers still work it won't go down.
    2. Zoolimar

      Dev-Thread: New Shielding System in devlopment

      Which will allow to dock self powered turrets with 1 more step between a turret dock and the ship. Or a station and the turret if you say restrict it only to stations.
    3. Zoolimar

      Dev-Thread: New Shielding System in devlopment

      Let's say you dock a capital ship to an outpost station that is supposed to run its own systems and is not actually that big, more of a road stop. What happens to station and the ship when only one reactor is left working? Or let's say you dock 4 ships to a station. What happens now? And that's...
    4. Zoolimar

      Missiles and Large Ships vs. Small Ships

      Isn't that more or less current torpedoes? You absolutely can build a physical missile with warheads capable of hunting down enemy ships and trying to blow them up. It even ignores shields. Thing is there are some problems with detonations, especially in large fights where lag becomes a thing.
    5. Zoolimar

      Dimensional Power Gen: The Bane of Starmade Ship Design

      One big compromise always becomes one big mess. It will look bad from all sides, including probably programming part with multiple conditions interweaving to determine the effectiveness of the system. Though that is not the biggest problem. The main problem would be planning your ship beyond...
    6. Zoolimar

      Ammo Cache or ammunition without micromanagement

      I think that's a problem with defence, not with offence. Or better to say it is a problem with scaling between them. If scaling was better alpha weapons with Ammo Caches (or even normal alpha strike weapons) would need a lot of thought put into how much ammo you want to have against the risk of...
    7. Zoolimar

      Ammo Cache or ammunition without micromanagement

      Instead of adding the need to resupply I propose creation of an Ammo Cache block that calculates its workspace similar to how shipyards do it (U-shaped block groups that create a containment). Though you will need a continuous group instead of multiple gates. Ammo Caches are filled with...
    8. Zoolimar

      Starmade community blackboard

      As someone who did participate in a couple of group project I can say that this initiative puts a little too much faith in humanity. Though I wouldn't mind to try again.
    9. Zoolimar

      Thought experiment/discussion on power 2.0 hull shape

      Isn't scaffold more effective than capsule ? Same mass but 7 times the HP.
    10. Zoolimar

      New Power DEV Thread

      I think this part is more an incentive to have proper repair mechanics than counterpoint to having turrets shot off. If you could have a repair module allowing you to automatically fill in destroyed parts with parts inside the ship's cargo hold I doubt it would really hinder your enjoyment of...
    11. Zoolimar

      A Solution To Flying Spaghetti Monsters

      There are a couple of problems with that. Missiles will need to check continuously for near targets and could still fly through spagetti with not one of their checks hitting anything. And continuous beams have a range problem - by the time you get to sweeping distance you may very well get half...
    12. Zoolimar

      A Solution To Flying Spaghetti Monsters

      How? They are strong because you can't hit anything on them in the first place. Bleedthrough won't change that much. No more than current system, maybe even less. Because while blobs themselves would have cuboid / elongated shape their position relative to each other could be any that you want.
    13. Zoolimar

      A Solution To Flying Spaghetti Monsters

      Well the other solution is guns shooting projectiles with non-zero cross section. So instead of a simple ray they shoot say a 3x3 plane (or more depending on how big the player wants it and builds). Or use some kind of proximity detonation that transforms projectile into shrapnel cone. But these...
    14. Zoolimar

      A Solution To Flying Spaghetti Monsters

      Here is a video
    15. Zoolimar

      A Solution To Flying Spaghetti Monsters

      If there will be no rules at all, just blocks that you can place anywhere you'll get something like noodles or ships that have a mush of systems in them. Where each 10x10x10 cube has 1 block of every system in it. This way ships would become HP blobs, because you will need to destroy around 50%...
    16. Zoolimar

      A Solution To Flying Spaghetti Monsters

      If placing of a blocks won't matter it is no longer actually would be a building game. Yes I do. I just disagree on how it should be done.
    17. Zoolimar

      A Solution To Flying Spaghetti Monsters

      Or just seriously penalizing line systems. So that 1 to 3, 1 to 5 ratios for group hitbox are still ok, but 1 to 100 and more is not. How it is unfair if the rules are the same for everyone?
    18. Zoolimar

      A Solution To Flying Spaghetti Monsters

      Mostly because hull is armour. It is built to protect the systems. If you don't have the systems you can't effectively design armour to protect them.
    19. Zoolimar

      A Solution To Flying Spaghetti Monsters

      Your proposed suggestion assumes that ship is always built before player knows what limits it will have. And may actually need to completely rework all the systems inside the hull after the calculation is done. Also completely kills building systems first.
    20. Zoolimar

      A Solution To Flying Spaghetti Monsters

      This? System blobbification Or you could do something simpler with bounding boxes but in the same vein. Basically systems that are long, thin and have a lot of turns are weaker than systems that are blobby and sit in one place. Trying to do multiple lines with each touching through 1 conduit...