I agree that ship spaces should have actual uses beyond just arbitrarily being empty. However I disagree with the notion that stabilizers should not exist or cannot coexist with any additional systems. Is Schema's reason for stabilizers flawed? Yes. Is the current implementation of stabilizers...
Thank you for the write up. I would've liked to have the reactors negate efficiency but not distance, and stabilizer groups to negate distance but not efficiency, but I agree that it's probably in the best interest of simplicity to just have both restriction zones negate both.
I totally agree. I think the optimal way to arrange it is probably to give negation to any distance addition if another stabilizer group is within a certain distance of one, and a negation to efficiency but not distance if a stabilizer group is within the 0% reactor zone. As another loophole...
If I understand your box dimension idea correctly, it shifts reactor placement to be based on stabilizer placement which seems somewhat weird to me. Also, with the box dimension idea while it actually is very much simpler than this whole thing (now that I actually understand it). However, A...
Huh. That is an interesting thing that I didn't take into account. Your clarification does help to make your suggestion make a little bit more sense. However, what if instead of your suggestion we add a bubble around a stabilizer group in which any other stabilizer groups in the bubble don't...
This post is a culmination of three comments spread out across several different places. If you want to read them you can find them at the links below, however reading these is not necessary to understand this post.
(StarMade Dev Blog 17 November 2017)
(The Stabilizer Fix)
Preface
The largest...
Uhhhh. Firstly, you need to actually explain what you mean by variance. Secondly, how is that actually different to the way stabilizers currently are required to make reactors run at full recharge efficiency?
The reactor burnout idea makes sense. I would go so far as to argue that it's...
Everyone tried to poke holes in this with arguments about how stabilizers should just be removed or the mechanic should be made more interesting. All of which I find cliche'd at best. While I do think stabilizers are necessary Valiant. Your solution is either the same as what's in the game now...
Hrm. One solution is to make everyone decoration block have a secondary purpose of some sort in addition to being decoration blocks. This would be similar to how the medical bay is basically decoration but also heals astronauts (thought it's usefulness is moot considering boarding isn't a thing...
Perhaps, but keep in mind that the weapons curve tapers off toward the end, and that the power update makes it a lot harder to maintain really high-teir weapons. Also keep in mind that the weapons update is coming out soon even though I don't think it will do much for the weapons.
I know that...
Introduction
Several years ago I suggested this (or something similar) for the first time. It was somewhat ignored and argued against. I think people didn't like it in part because it was in the heat of debate about how to fix armor the first time, and in part because what I had proposed was...
It would be nice to have an auto-save blueprint feature that periodically saves over the last blueprint you saved the ship you're working on as. It could be toggle-able in the advanced build menu, and would automatically turn off if the ship takes any damage.
In the same vein, but more...
Alternative solutions instead of requiring every single ship have a jump chamber.
1) Small ships (reactor level 0-1) have jump drives built in and don't require a chamber
2) Power required to run jump drives scales really hard with higher ship/reactor masses. - Needs a basic jump chamber to...
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