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    1. Nosajimiki

      Chambers using fixed % sucks

      First of all, chill on the hostility. Secondly, you seem to have missed the point of literally hundreds of posts that have been made on the subject, the issue people have is not that it encourages open space, but that it brutally punishes most ship shapes, even if schine adds break away, you...
    2. Nosajimiki

      Chambers using fixed % sucks

      I think the point me and Non are trying to make here is not about whether your ship is functionally a ship so much as whether it has enough flavor to be fun and different than everyone else's ships. So far you've expressed the basic chambers you need to make a ship be able to see and move and...
    3. Nosajimiki

      Chambers using fixed % sucks

      Not true, we used to get to choose what combination of things we needed to fulfil the role of the ships that WE designed. Now we are bound to the ship roles that can be effectively designed with 10 chambers or less which excludes or totally neuters things like rapid response warships, battle...
    4. Nosajimiki

      Chambers using fixed % sucks

      Ships ARE specialized. Vaygr makes really good shield tanks, MagicTech specializes in high speed in-fighters, Trinova focuses on long-range artillery ships. Pretty much all of the major factions use highly specialized ships, it's generally the younger factions with less experience that try to...
    5. Nosajimiki

      Chambers using fixed % sucks

      In does in terms of ROI (return on Investment). A chamber increases the cost, mass, and block count of a ship. Even if you are unconcerned about the financial cost of a ship, this increases lag and pushes you towards server limits imposed to limit ship sizes. If I am allowed a 500k mass ship...
    6. Nosajimiki

      Chambers using fixed % sucks

      Yes. Secondly, balancing does needs to happen so that all chambers are not created equal. This should be done by making some chambers bigger than others relative to the reactor. A thing that lets you jump 10% faster is arguably not as valuable as a chamber that that gives 10% more damage; so...
    7. Nosajimiki

      Chambers using fixed % sucks

      These statements both miss the point that reactors are ALREADY balanced without a hardcap or work-arounds because they cost weight and resources. These things do not balance reactors because they balance themselves. A perfect example of this already exists in the current passives system. Ion...
    8. Nosajimiki

      Chambers using fixed % sucks

      Chambers = mass that can not be used for other things. If you throw 50 chambers onto a ship, you don't have a ship that can do everything well, you have a ship that is dedicated to boosting negligent systems. IE: a ship that is bad at everything. If you remove the hard-cap, a soft cap still...
    9. Nosajimiki

      Dev-Thread: New Shielding System in devlopment

      If they made old shields cover docked stuff 100% instead of 75% and grouped ion/pierce/punch passives together into a single figure, the layered shield exploit would have been fixed without adding bubbles. Bubbles have to be hit tested with every shot your ship takes for every bubble that it...
    10. Nosajimiki

      Heat/Cooling as an alternative to stabilizers and reactor HP

      Nope, I meant 40k mass which is 400,000 blocks which is about 8% of a 500k's total mass. While not everyone does it, I know of several factions that pack 7-10% mass in ion specifically for one-striking shields. Also, at 500k, the damage penalty for size is about equal to ion bonus; so, while...
    11. Nosajimiki

      Heat/Cooling as an alternative to stabilizers and reactor HP

      hehe, yes, multiple reactors should be a thing. As for your guns, it takes a 10k beam-beam-ion weapon to drop all of those 120m shields in ~1 minute or a 40k beam-beam-ion can do it in exactly 1 second (4x the alpha = 60x the kill rate). In comparison, a 10k DoT weapon will also take ~1 min...
    12. Nosajimiki

      Heat/Cooling as an alternative to stabilizers and reactor HP

      I believe your shield analogy is dead on, but that Vallant has it right here about the effect it would have. Shield tanks go two ways. With high cap and low regen (like a Vaygr Despoiler) you are far more resistant to getting alphaed to death because the point is to zero your target out. Regen...
    13. Nosajimiki

      Heat/Cooling as an alternative to stabilizers and reactor HP

      LOVE IT!!! now this is what we've been looking for, or what I have anyway. It's complex, unrestrictive, and answers the long dog-eared question about how to make armor more relevant. You could actually drop exclusion zones BTW with this idea because it rewards, bigger, more open hulls...
    14. Nosajimiki

      The Merits of Small, Cuboid Exclusion zones around systems

      Generally I like it. It's basically stabilizers, but it affects all systems, and over much shorter distances so that you can still orient systems into almost any shape. Only major thing I would suggest is to enforce a minimum 1 block gap; otherwise, the system can be exploited by...
    15. Nosajimiki

      Remove Stabilizers

      I would respectfully ask that this is what you need to bring to schema. There are literally dozens of threads with hundreds of posts like this about the community of this game trying everything we can do to get schema to listen to the problems with the dev build. Schema is busy with...
    16. Nosajimiki

      Remove firing arcs. Add targeting enhancements.

      Other games that use it well tend to have hit-box ships, starmade ships are much more complex and could be easily made into shapes designed to make your targeting reticule aim at empty space if this were a feature you 100% know your enemy would be relying on, we'd see another forced meta shape...
    17. Nosajimiki

      Prerelease v0.200.250

      The update is upsetting enough to get people who don't like Out-of-Game stuff into the forums.
    18. Nosajimiki

      Prerelease v0.200.250

      Logarithmic falloff per subsystem set, never mass or size. Basically each system whether it is weapons, power, shields, etc should have a non-linear falloff in efficiency which the current system does very well with in many respects. The problem is that the game does not calculate all docked...
    19. Nosajimiki

      Block Mass Changes (helps with system stuffing)

      While I agree that that heavy armor encourages system stuffing, light armor encourages various other exploitative stuff which is much more toxic than system stuffing. Frankly, system stuffing is not bad for the game. It reduces client side lag and armor mass requirements in exchange for making...
    20. Nosajimiki

      Prerelease v0.200.250

      The majority of pigeon-holed PvPers on here DO make beautiful ships which is why you keep hearing us complain about the new meta. If we just wanted OP shit, we'd be happy because this system allows for it at great sacrifice of looks.