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    1. Raisinbat

      My Stupid Power Mechanics Thesis

      Kind of, yes. It needs to be smoother since you need to navigate while controlling it. If you raise power draw from weapons AND capacity to match it's mechanically identical to just lowering power generation. The fix i'm suggesting isn't just power capacity for weapons; they also need to...
    2. Raisinbat

      Dev Blog : October 21st 2016

      It's a big problem, especially since the game constantly generates resources. I guess fuel could make a good limiter for large empires; can't deploy the entire armada for every little thing and warfare, especially with longer distance, becomes prohibitively expensive, while smaller factions...
    3. Raisinbat

      My Stupid Power Mechanics Thesis

      Okay let me try this with the video as a guideline. Power generation vs power capacity is not an emergent choice in starmade, because generation is much more powerful than storage. You can't boost storage without making one hit kill ships the norm. Auxilliary should be removed because it's...
    4. Raisinbat

      My Stupid Power Mechanics Thesis

      ... ... ... ... ... ... ...yes? :confused:
    5. Raisinbat

      My Stupid Power Mechanics Thesis

      ...aaand again
    6. Raisinbat

      My Stupid Power Mechanics Thesis

      Here let me get that for you
    7. Raisinbat

      My Stupid Power Mechanics Thesis

      You've done that three times already and the game is worse of than when you started. Auxilliary is a redundant system, and an inferior one to reactors, it doesn't even have a niche where it's better, it's just flat-out worse. Having auxilliary in the game means docked entities and turrets end up...
    8. Raisinbat

      My Stupid Power Mechanics Thesis

      Depth is enticing ;)
    9. Raisinbat

      My Stupid Power Mechanics Thesis

      I didn't want to drag weapons into it because it's allready such a huge disaster but i think its just the amount of power needed to fire a single shot for weapons. Auxilliaries are a fundamentally stupid addition, the same results could've been accomplished just increasing the power generation...
    10. Raisinbat

      My Stupid Power Mechanics Thesis

      Starmade's power system is shit, and the auxilliary system hasn't done anything to fix it. Splitting ships into multiple entities provides an enormous power bonus, and the new auxilliary system has zero depth to it's design; it's just another blob. Part of the problem writing suggestions for...
    11. Raisinbat

      Dev Blog : October 21st 2016

      So with 12km sector sizes, we're better of with dynamic 24km range can/beam instead of 8km fixed ones?
    12. Raisinbat

      Dev Blog : October 21st 2016

      If you don't read the posts properly you're going to get made fun of. Weapon ranges being determined by sector size is not a limitation, it's just silly.
    13. Raisinbat

      Dev Blog : October 21st 2016

      Unless it's logic triggered or turreted, then you can have a computer for each output eliminating the extra powercost. This is part of the reason why armor is shit, but it's fundamentally the game working backwards by adding penalties to behavior it doesn't want, instead of addressing the...
    14. Raisinbat

      Dev Blog : October 21st 2016

      It's a hit-scan weapon with identical damage per power to cannons, cannons are just more fun. Beams have bug problems (see napther vs vanu from blood and steel) where they miss their target on later ticks, they don't move properly when activated by logic (the beam is locked to the same target...
    15. Raisinbat

      Dev Blog : October 21st 2016

      Power bonus is broken -> Docked entities are overpowered and auxilliary is dumb Weapon systems are imballanced -> only a few combinations are worth using Weapons and armor scale in stupid ways -> projectile spam dominates combat, larger weapons insanely inefficient with no benefits Armor can't...
    16. Raisinbat

      Dev Blog : October 21st 2016

      It's nice to see a lot of posts adressing the issues from devs. :) If you've ever met an MMO player you'll know boredom doesn't stop anyone. People spend T H O U S A N D S of hours doing the most boring menial trash so they can get the biggest endgame stick. Some will hate doing it, but stick...
    17. Raisinbat

      AI improvements and priority list

      Related, yes, but there's a lot of variance. a 120k mass ship can still reach 1.7TWR, at least last i tried fiddling with one, and still have decent weapons and shields, but very few people go that far. They're outliers but if outliers consistently win they become the norm, just like docked...
    18. Raisinbat

      AI improvements and priority list

      Max, fast ships can dodge slow weapons like mis/pul, mis/can or can/pul weapons before they manage to hit them, turrets using these weapons would end up wasting their shots.
    19. Raisinbat

      AI improvements and priority list

      Bump, only change i'd like to see is priority based on target speed.
    20. Raisinbat

      Dev Blog : October 21st 2016

      Because i fucking love this game to pieces, and i don't like watching it floundering like this with no clear goal for how the game is supposed to work. All these high level ideas run completely counter to the game's actual strengths; what good are the best shipdesign tools of any voxel game ever...