How would you determine block count of the ship if it is not yet built ?
You basically need to have a 100% ready ship (including reactor) to get its block count. But the ship and reactor are not built so you can't have the block count. Seems like a time paradox.
It's a suggestion for encouraging players to build systems in more discrete blocks that could be easily identified and are not wrapped around each other in some kind of weaving pattern. Which in theory should make designing and refitting ships easier.
1. System blobbification
System power...
Overall implementation of NPCs would be a good idea. But for now it seems like a pretty far away target that needs too many new systems(programming wise) to be implemented right now.
Well I assume that I will lose either forward part of the ship or its ass in case of being beaten in combat. Secondary reactor is more or less worthless if it survives - at best it could allow to charge up a Jump, if it could have a standing priority for warp drive that kicks in immediately upon...
Well, you could try to change side armouring to mushroom like umbrella coverage on the nose. It will open you up to side attacks more but attacks at shallower angles should be blunted better.
Ok, let me take it step by step.
1. You put down reactor, it produces 75% of power it could produce and blows up if you as much as sneeze at it.
2. You put down stabilizers that have power calculated same way as you calculate the old power but only one groups could be effective. So it...
You could just give reactors a bonus to energy generation depending on how tightly their blocks are packed. Say a full cube gives 25%-100% more energy than a line with the same block count. Done.
So what will be the point of stabilizers then? If multiple reactors could be active per vessel it could have its uses but with only one reactor running at a time stabilizers that must be placed close don't seem to have any point to their existence.
Won't talk for other people but I don't like that stabilizers are basically a block with single purpose - defining the minimal length of the ship. If developers want to enforce this restriction on building ships it would be better for some other system, say reactors themselves or chambers as...
It's very hard to not favour heavy ships with anything armour related. Unless you specifically make armour to become weaker while it gets thicker. Which is counter intuitive and probably won't be looked at favourably by most people. Even current linear scaling still somewhat favours battleships...
Or the Honor Harrington ships. Considering how weapons with high reload work in the Dev build we could even get the "thousands of nuclear missiles" part.
Size of reactor determines the size and distance to stabilizers. It also determines the size of chambers, how far some of them could be levelled up and so on. Size of reactors also in the end determines how easy they are to snipe and how easy some of their stabilizers are to be hit (because they...
Problem is that in the real world combat vehicles are the result of extreme min-maxing. It's what everyone asks from engineers - build me a more effective killing machine. Difference is in the real world you need to balance many more different needs in design which leads to more complex shapes...
I don't think it is possible to remove demands for certain shapes from ships in a game that relies on creation of them in 3D world from voxels. Unless of course you want to transform ships into blobs of systems+HP with no ability to destroy individual blocks.
It is just a difference in...
In that case it probably would be better to just remove stabilizers completely. Because if your stabilizers take damage during a fight reactor will lose some effectiveness, but if your reactor takes damage during the fight your power will shut down completely. With reactor being smaller than...
Well smaller ships will get a little more durable in critical locations. But they should be relying more on mobility anyway. And larger ships may be able to have enough armour so as not to be pierced from one side to the other in one shot.
Alternatively you may make standard armour much better...
Unlike other variants this one doesn't rely on any changes to behaviour of weapons, mods and the like. Though it probably doesn't need any AHP due to exponential scaling of HP on blocks. In theory all calculations for armour should be done during ship construction or rebooting.
Upon placing an...
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