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    1. Zoolimar

      SA:V Ratio for balancing power 2.0

      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.
    2. Zoolimar

      System blobbification

      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...
    3. Zoolimar

      Crew, Power, Stabilizers, Chambers

      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.
    4. Zoolimar

      Thought experiment/discussion on power 2.0 hull shape

      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...
    5. Zoolimar

      Thought experiment/discussion on power 2.0 hull shape

      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.
    6. Zoolimar

      A possible alternative stabilizer mechanic, using an existing algorithm.

      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...
    7. Zoolimar

      A possible alternative stabilizer mechanic, using an existing algorithm.

      Isn't that basically taking the old system, splitting it in two blocks and using it again? Except for explosions.
    8. Zoolimar

      Literally just invert the stabilizer distances.

      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.
    9. Zoolimar

      Literally just invert the stabilizer distances.

      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.
    10. Zoolimar

      I finally wrote a review of Starmade, after 1000 hours.

      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...
    11. Zoolimar

      Yet another armor idea: Support and Bruteforce.

      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...
    12. Zoolimar

      New powersystem, some numbers.

      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.
    13. Zoolimar

      New Power DEV Thread

      I don't see many things that stabilizers give which could not be achieved through reactors alone.
    14. Zoolimar

      New Power DEV Thread

      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...
    15. Zoolimar

      New Power DEV Thread

      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...
    16. Zoolimar

      New Power DEV Thread

      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...
    17. Zoolimar

      New Power DEV Thread

      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...
    18. Zoolimar

      Yet another armor idea: Support and Bruteforce.

      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...
    19. Zoolimar

      Yet another armor idea: Support and Bruteforce.

      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...