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    1. MrFURB

      My Stupid Power Mechanics Thesis

      Ah, a more complex and customizable way to do power generation. I wonder, how would different weapons (of varying block counts) dictate how much power their individual capacitors need? Would it differentiate between alpha and DPS weapons?
    2. MrFURB

      Dev Blog : October 21st 2016

      Correct. Beams have a ton of bugs, some of which are on the list to be fixed and others not so much. Beams do not calculate more than their first instance of block damage per tick against armor. This means that, although shield and AHP damage is applied normally, a beam output cannot damage...
    3. MrFURB

      PvP Anti-Player Research

      I did a few tests of that a few months ago. It wasn't really that impressive. If you want to provide a reasonable amount of protection for a specific group of blocks you would need a large volume in docked shield capacitors and generators. Or you could use armor which is much better for...
    4. MrFURB

      Ship Shield Compromise

      Did someone say bubble shields? But yeah, the gameplay impacts of having shields effect a bubble shape around your ship kinda messes up explosion calculations and near-misses. Simply having the visual effects of your shield being hit be a bubble popping up does sound neat though. The power...
    5. MrFURB

      A Call To Arms! No Politics!

      ... Again? You haven't figured out that trying to assault each other over an internet forum about space legos sounds a wee bit silly? Ooooookay then. Locking thread and performing clean-up of off topic replies. Alrighty, fall leaves are all off the yard now. Please continue, and remember to be...
    6. MrFURB

      Dev Blog : October 21st 2016

      I think perhaps this might be the wrong thread to have this very friendly and logical discussion. If you make a new thread and tag Ithirahad or Zyrr on it things would probably be a bit more organized.
    7. MrFURB

      General Info Questions, as well as PvP based questions

      Yep, true. The downside is that salvage/pulse only 'ticks' at 1/5 of the rate of other salvage combinations, resulting in the total effectiveness being the same.
    8. MrFURB

      General Info Questions, as well as PvP based questions

      Shield regen will decrease as soon as you fire or are fired upon. At 100% shield capacity your shield regeneration rate will be 12.5% of it's listed amount. As your shields are lowered that will increase until it reaches the in-combat maximum of 25% of the listed amount while your shields are...
    9. MrFURB

      General Info Questions, as well as PvP based questions

      Salvage/cannon halves the salvaging power per tick and reduces the reload time of the weapon. Since it decreases the salvage power per tick, it's max effective group size nearly doubles which makes it a good choice for large salvagers in servers where salvage beam outputs are limited. It's ease...
    10. MrFURB

      Topic 3000

      *Moves post to off-topic*
    11. MrFURB

      Helping hands with ship curves :(:(

      One trick that I use for multi-axis curves is drawing out each axis independently instead of getting my brain all worked up trying to make multiple 3d curves meet up perfectly. Do stuff on the x axis, and when you have that shaped correctly then just add height to and delete the original flat...
    12. MrFURB

      Ion Cannons are they useless?

      Please be aware that the in-game view of a weapon's stats is bugged; it does not take into account any effects and in fact treats them as if they are not there at all. In order to properly test a weapon setup I recommend making a testing platform on a build universe/SP universe and viewing the...
    13. MrFURB

      The Apparent Cancer That Is Docked Hull

      There are some rather significant advantages to docked hulls that make them flat out better than their equivalent on the main ship in most circumstances. Less shield protection = more protective shield. Having a docked hull on the front of your ship means that once your shields reach 25% the...
    14. MrFURB

      AI Fleets Default State "Defend"

      *Gives 13th agree rating* Yes, default to defend would work wonders. Remembering the last orders no matter what might also help.
    15. MrFURB

      How do you make your creations?

      I usually start with a picture that I like. I figure out what I'd like to stea- borrow from the picture and base the rest of the ship's aesthetic design around that. As for function, I try to come up with some sort of gimmick or specialty that matches the ship's aesthetics. Lots of studying and...
    16. MrFURB

      Creating effective and efficient mining systems

      Hey DrTarDIS I'm wondering about unloaded fleet mining. So far I haven't gotten it to work, and I can't seem to recall when it was added either. Could you give me a short step-by-step so I can make sure I'm not forgetting anything?
    17. MrFURB

      Weapon Damage mechanics

      DrTarDIS knows his stuff. To paraphrase the above, any weapon that deals more damage than the block it is hitting has health is going to waste some of that leftover damage. This usually isn't a big deal unless you're talking about large anti-capital weapons. When you hit that scale it is always...
    18. MrFURB

      VC-1 Saryth - Subsystem Rebalance, the First

      No big changes this time. There were parts of the ship where blocks weren't being used to their full potential (scanners on ceiling, empty space in computer bunkers) and the Ion defensive effect has been improved to account for the vessel's slightly increased mass. A few shield capacitors were...
    19. MrFURB

      Creating effective and efficient mining systems

      Oh, I KNEW I forgot something, thanks. The block behavior config has this stat sitting in the salvager section: <InitialTicks>10</InitialTicks> <!-- Ticks to do at the initial contact of beam with a block --> When I first did the tests myself I was also expecting a big round 100 modules being...
    20. MrFURB

      Creating effective and efficient mining systems

      Actually, the progress to salvaging the next block does carry over between blocks (but each tick can only salvage a maximum of one block). The progress is tracked for each group kinda of like a calculator running in the background. Each salvage tick the game calculates the amount of salvage...