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    1. Jojomo

      Required power for block/system types

      Thanks very much Scypio!
    2. Jojomo

      It's impossible to make good figther weapons

      I was still talking about real life naval fleets, not SM ;) Modern navies appear to disagree with you.
    3. Jojomo

      It's impossible to make good figther weapons

      Yes it is beside the point: ;) I didn't say a missile was as powerful as a large gun. I said even a small ship can carry and fire enough missiles to sink the largest ship, effectively making large ships pointless (or at least relatively very cost-ineffective).
    4. Jojomo

      11x11x11 Power Reactor Producing 104659.6

      A two year thread necro... Scypio has already linked to all the info you need to learn about it. Capacitor size is really a semi-separate issue that depends on how much of a buffer you need between power production and consumption, which basically depends on how big your weapons are and how...
    5. Jojomo

      Required power for block/system types

      Hmm, is there nowhere to get all of this data in one hit? I know it exists (even if it's spread out all over the place) because some forum members here know power consumption numbers that aren't in the official wiki...
    6. Jojomo

      Rebalance Warheads?

      Awesome! Docked, cloaked, jammed area detection mines spinning on a rail inside the station! Plus area detection and pulses built into the hull. Combined with massive shield capacity and recharge, this must at least come close to making a station invulnerable? Or at least so much effort that...
    7. Jojomo

      Allow Shop Blocks On Ships

      I think of this as like the rules and referee in sports. We all complain when they stop us doing something we want (or something the team we follow wants) to do, but if you took away those rules and referees the sport wouldn't actually be any fun anymore. I wouldn't like to see (non-homebase)...
    8. Jojomo

      It's impossible to make good figther weapons

      A big reason for this was missiles: they can sink a large ship pretty much just as easily as they can sink a small ship, and unlike guns the most powerful missiles can be launched even from relatively small ships. So there just wasn't a lot of point using large ships anymore.
    9. Jojomo

      How do you build a jump ship to permit fast galactic travel, without chain drives?

      Yes, I heard of people using logic to check for undocking, but I wondered if this was simpler, using less fewer blocks? (And less network traffic/cpu server time??) EDIT: It looks like this was exactly the same method used then too...
    10. Jojomo

      Rebalance Warheads?

      Do area triggers work for cloaked stuff? This would be a bit harder to make effective against torpedoes instead of cloaker pokers... EDIT: I just checked in-game, area triggers do detect cloaked, jammed ships. So on top of alterintel's idea I'm also thinking stealthed area detection mines with...
    11. Jojomo

      How do you build a jump ship to permit fast galactic travel, without chain drives?

      I may be getting the wrong idea, but isn't this a chain jumpdrive by another name? This is interesting. I wonder if it would work as a light-weight way of jumping away damage-undocked entities from a multi-entity ship to prevent collision lag?
    12. Jojomo

      Rebalance Warheads?

      Logic activated scanners would mean every ship would fly around scanning as often as possible (probably with logic chain scanners that avoid scan rates) - it would be the end of all cloaking and jamming. Cloaking just needs to activate its cool-down when the main entity undocks another entity...
    13. Jojomo

      It's impossible to make good figther weapons

      Do you think a single fighter should be effective against a battleship? Single fighters should have no chance at all against a large ship. Multiple fighters should - and they currently do (in fact they can typically defeat more than their own combined mass).
    14. Jojomo

      It's impossible to make good figther weapons

      You say tomato, I say tomato... It may be an unintended side effect of a bug, but speed is effective.
    15. Jojomo

      It's impossible to make good figther weapons

      I don't think turrets and fighters are substitutes for each other. They're entirely different classes of products. And I'd say an x wing can be effective against another xwing, and shouldn't be effective against a destroyer. So speed is effective then...
    16. Jojomo

      It's impossible to make good figther weapons

      Effective against what? Another x-wing, or a star destroyer? I'm not speaking from personal experience here, so I could be wrong, but I've seen B&S tournament players say the opposite: that the AI is bad at leading targets for cannons, and that humans are better. So it seems that speed is an...
    17. Jojomo

      Remove Weapon Firing Arcs

      Yes, that was only ever a thing in some really terrible arcade games. I'm not a pilot, military or otherwise, I'm just a flight sim enthusiast, but dogfighting in any decent sim will quickly show you that barrel rolls aren't used for dodging.
    18. Jojomo

      Required power for block/system types

      Is there a location somewhere that someone can point me at that has all the the power requirements/draw for all block types and/or system types? The info is a bit haphazard at the moment - some wiki pages have it some don't. Some numbers I've been able to find in threads here, some I haven't...
    19. Jojomo

      Remove Weapon Firing Arcs

      I'm not the OP, but I very much doubt this is the case. I think there are very, very few people who think a fighter should be able to take out a battleship or titan. Of course if they have enough fighters to match the titan's mass, then yes, they should have a roughly even chance....
    20. Jojomo

      An (untested) idea for backup shielding

      I think just using it to catch that first alpha salvo is a very interesting idea (and perhaps later salvos from the enemy's main weapon). You can turn it on and off, and just sacrifice the forcefields, and stop your own firing for a short period. The trade-off is dodging a (hopefully)...