... after the number of ships that I've seen/heard of burning away in the past 2 days, I will try to explain nicely why this integrity system works, and what was implemented does not. I'm not saying that this exact proposal is the only way to go, but there are 3 key differences that should be...
Soo... you seem to support OB, but feel like it would also devalue planets. How do you propose countering OB genocide being the easy defacto solution and making worlds actually worth settling to begin with if they are that easy to take out? In Other words. what balance would exist to make it...
The core idea behind switching from "space" to "on-planet" is so that you don't have to have both loaded at the same time. Orbital bombardment at its core negates this because you would have to load the targeted plates to calculate block damage. Colonizing planets is also a lot less rewarding...
IRL, airplanes are very limited by the quality of their materials to their size. It is why you can make a model airplane out of cellophane and balsa wood, but commercial aircraft have to be made out of aluminum.
That said, there is likely a soft-cap mechanism that could be implemented like...
They would not be "closely guarded" if I just blurted them out on the dock, but I can say that I regularly kill the exact types of ships you are talking about (at same mass) without taking a single point of damage and without needing the element of surprise. (and no, I do not use spaghetti).
Frankly, I liked mining a lot more before I learned you could just waffle salvager beams into monstrous 1-click asteroid eaters.
Back when it was like a mini-game where you would orbit an asteroid looking for dense parts of ore and shards to target, and then move on after having harvested the...
Cost is irrelevant is true, but that does not dictate design,
"free scanners and jumpdrives" is not true. In Power 1.o, scanners take lots of of blocks and chain drives are way more vulnerable to Inhibs than big drives so some factions still use 1 big drive as a backup to their chain drive...
I believe this was a reference to the "upcoming" Galaxies update we were promised a very long time ago but never got.
Not really sure what you are proposing at this point. Perhaps if you state your goal (and why you think it is a good goal) rather than your method, it would be easier to work...
does not matter what % similarity you use, If I need to drop 5mil blocks of rocks on your designs to steal it, ppl will do it. (just delete them when you have a copy and resave) Instead a locked BP would need to place a permanent flag on all of the spawned entities saything that no matter what...
The "one-meta" that you see all the middle-tier builders chasing is different than what you see the real top-tier players making. The reason is that the stuff people talk about in public is already obsolete or only fragments of what you need to know to REALLY make a nasty ship. Spaghetti...
I don't think this makes nearly as much since as you think. Making them a bit stronger to allow for smaller turrets is one thing, but 100 fold increase in power would unbalance EVERYTHING else. It would also make those 2 block AMS turret guns do 2000 DPS! resulting in crazy amounts of friendly...
I'd like to add that 90% of those ship sales are just so people can bring them back to their shipyards and deconstruct them for blocks to build their own ships with.
So some of this may be redundant of Lecic's response, but here are my own thoughts:
This is overly simplified. This level of simplicity only works on RTS type games where you need to power an entire economy within minutes of starting a game. Starmade needs a its diversity of resources, but...
1 - Complex, logic driven chain drives.
2 - Making a ship without spending 20% of my time planning and adjusting for lag.
3 - Vaygr and their Odium ilk... because it's getting hard to find a good enemy?
Keep in mind that large ships are already nerfed. They turn slower, they take more damage, shields already suffer from fall-off ROI, small weapons deliver damage more efficiently than larger ones due to damage charts, and they are much harder to power. My suggestion is just to further...
So I've been trying to think of ways to exploit this system (and the discussed variants of it), and so far I have not come up with anything that can't be cut off at the pass or offer reasonable balance anyway. Some of these have already been addressed individually, but I wanted to address them...
Not really as long as you don't require supplemental blocks for chambers smaller than 16 blocks (2x2x4). This would make a simple freebee like how tiny turrets give you the 1st 50-mass w/o enhancers A few examples:
Small fighter with a 3 block chamber would just be the 3 chamber blocks with...
Hmmm... I feel the OP had a great idea that is getting lost in what-ifs. Personally, the more I consider crew, the more they seem exploitable.
I particularly like the idea to make each chamber define what blocks & not what crew they need to be optimal. By doing this instead of workstations...
I think that this is more of a server level issue. The game is designed to allow for ANY lore. You can have a startrek server or a starwars server or a server with its own lore or a server meant to be true open sandbox, the lack of canonical lore makes diversifying servers easier. The admins...
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