Stations could also have potentially different rules, bc they're a different entity type. They could have higher caps and bigger bubbles. Or maybe treat docked entities of a station differently than docked entities of a ship.
I posted the finished refit. I was able to keep the twin purple worms from merging in the middle by switching some wing armor to stabilizers, and then "surface plated" over them with 1/4 blocks. I also updated the turrets to the new rail system. This was the first "artistic" ship I...
A dev new power version of Xoza 's Falcata. (From the 2014 version, because I like the tail wings better on tha t version).
11,000 e/s with power and speed chambers. 25% stabilization.
1000 shield regen and 40,000 shields with positive shield integrity.
Negative reactor integrity? Can't tell...
MOBs...
A more complex tech tree. "Use this to make that." I think the basic/standard/advanced concept should be applied to more than just armor. It should be applied to power, weapons, shields, thrusters, jump drives, etc. A way to make something better without simply adding more blocks.
Playing with structural integrity values: The stat block for shields shows this, so you can build to it. The thruster stat block does not show this, so no idea if my thrusters will explode or not. I thought I only had to worry about stabilization for power but now see that it has an integrity...
In the current dev build, shield rechargers have a constant energy cost, and shield capacitators cost no energy. I assume this is a bug? Otherwise I would fill every spare crevice of my ship with capacitators.
I like the new power meter, but I would like to see a "max usage" stat in the power...
I was refitting Xoza's Falcata NX with new power last night. The hull is big enough to accomodate 10k e/s with power chamber boost, but the twin fuselage kept giving me purple worm issues. Up to 7-8k I could keep the stabilizers in the widest part of the wings and got twin purple worms going...
To expand on an earlier idea:
Compliment the new power and stabilizer system (and simplify the stabilizer math) by creating 3 types of reactor blocks, like the 3 types of armor. This will effectively result in 3 classes of starship, and eliminate the need to rescale your design every time you...
This is a small RP cargo lifter, using the new power system. (Not specifically relevant, since this is such a small craft).
Push, Pull, Stop, Salvage, and Repair beams.
Two folding cargo arms which can be extended and retracted via in ship remote.
Where I'm going is that if power is uncapped then shield regen is uncapped, and 1 on 1 you have to keep escalating size to overcome shield regen. If both players are capped, there is more strategy.
I wasn't thinking about 10 on 1. You are probably right about that.
The obvious flaw with this is that some people will build 2mil cap ships with guns and no interior. But so long as they have no advantage over people who actually put time into designing interiors, is that a bad thing?
The thing a hard cap prevents is planet-sized blobs filled with 25e/s...
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