People seem to be drifting off to their own imagined reasons for this being proposed, and then getting upset about those imagined reasons.
To remind everyone, the reasons for this proposal were to find solutions to:
Forced design choices
Lack of complexity
Too many blocks involved (number...
This isn't happening/being considered because of Valiant70's aesthetic preferences.
We all know we're playing a game in alpha, and that even fundamental, core game systems are subject to change, and that we may have to rebuild our ships because of that.
I don't think anyone's saying that you can't.
There's a broad spectrum between pure performance and pure aesthetics, and probably no-one ever seriously builds a ship that is right at the absolute either end of that spectrum.
If they did though, you can bet your life the pure performance ship...
Sounds interesting and exciting. Looking forward to seeing how it turns out.
Aesthetics always has to take a back seat to performance for PvP (a general truth, not just specific to SM).
If you're building a PvP ship it's entirely up to you whether you're willing to sacrifice aesthetics for...
Sounds good.
I'm a big fan of multiple entity ships, but using them to make the cost of effects cheaper than intended for a ship of a given mass is definitely gimmicky, and is probably the largest single impact on ship ability (relative to cost) that multiple entities has.
For starters just...
Actually I think a griefer will have to spend more time taking out the defences I've proposed in this thread that you'd have to spend putting them up (templates).
No-one's suggesting that there's an answer that will confer invulnerability. Of course with enough time, and enough persistence...
30 days is more extreme than scenarios I was thinking of (3 to 4 days) but it's up to individuals to decide what they consider secure and how secure they want to be.
People will weigh up "cost" vs benefit. If "costs" can be kept low, more cost/benefit analyses will end up with a "yes, build it" result.
Well that's not correct, even if the reason it's incorrect is because that we can use code to create solutions outside the game and then import them.
You...
A reminder that this thread is for player solutions only. Please discuss OT subjects somewhere more suitable.
You're right, any proposed solution definitely needs to be reasonably easy to implement.
As far as my own idea goes, a noise cloud and layers of trigger activated pulses, I'm planning...
I've come to a bit of a halt in publishing my noise clouds, because I want to use the latest template format, and although someone updated the block bit data wiki page since the update, it doesn't appear to be correct, and I haven't had time to figure out the correct format yet - very busy at work.
Shouldn't assume people using SMEdit are importing other people's models.
Some of us create our own models, and import them. No less creative, just using a different tool for the job.
I think there's plenty of room in the game for people who don't want to design their own hulls anyway.
Not so simple.
It depends on why you do it - if you do it to reduce their effectiveness/cost them resources/improve your own position/etc then it isn't griefing.
If you're doing it because you want to upset the owner/you think it's funny/etc it is griefing.
Like the word itself suggests...
I see, thanks for the explanation.
You meant compared to a linear increase in the number of weapon blocks, the armour required to resist it increases exponentially - I was thinking that compared to a linear increase in ship size in one dimension that both the number of weapons blocks and the...
Not saying you're wrong, just asking a question I don't know the answer to:
Because ship volume also increases exponentially, not linearly, won't this mean that weapons size, and penetration depth, can also increase exponentially?
I don't really understand the scenario you're thinking of.
The cannon does 10 damage, as does the initial hit (ignoring the following 4) from the beam. There's no difference in how they interact with movement, because there is no movement - we're talking about a single point in time.
If we...
Surely cannons are no better in that respect? Cannons fire projectiles of 10 damage (all from the wiki, which may or may not be correct), and each beam hit (i.e. 5 per second) is also 10 damage.
So if follow-up hits can't be relied on to hit the same block as the first hit, there's no...
Without credit to the author and links to the original? I would say yes.
With credit and links I'd say no.
My opinion isn't very important though, as I'm not involved with the server except as a player.
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