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    1. KiloZulu

      To missile or not to missile

      That's why I make my missiles arc out away from my ship rather than fire directly towards the target - just to get them out of the path of my PDT's.
    2. KiloZulu

      Best Missile Circus you've seen in-game?

      Pirates spawned in a nearby sector, and all the missile turrets on my base and various ships started firing on it. When it suddenly dawned on me that they were still firing, 30 min. later, I went out to investigate. I found a ton of missiles diving and looping through a single point in space...
    3. KiloZulu

      Warship Design Philosophy (RP Perspective)

      Oh yeah, OP topic...you might want to check out a game in development called "The Mandate" . The game centers around tactical space combat with a strong emphasis on crew. So, your ship is modeled on both the interior and exterior, and you'll get to control where your crew goes inside the ship...
    4. KiloZulu

      To missile or not to missile

      So, are bullets actually hitting a target, or is the code rolling a dice each time a shot is fired and deciding if that one was the one that hit the missile? I'd always just assumed that a missile was an invisible block filling one square as it passed through space, and any bullet that made...
    5. KiloZulu

      To missile or not to missile

      Nah, it's highly unlikely that a missile, even fired at an oblique angle is going to manage to hit exactly in one of the corners between the two firing angles - particularly since missiles tend to aim towards the center of the ship. They'll pass through one of the planes of fire and get shot...
    6. KiloZulu

      Is armor too weak?

      I don't think that advanced armor should have any more mass than basic armor. Just as modern tanks have switched to using composite layered armors to achieve the same results as steel plates and reduce weight.
    7. KiloZulu

      To missile or not to missile

      I'm going to use cannon blocks for the hull of my next ship and hook them up to a clock so they just constantly fire. Missiles no more.
    8. KiloZulu

      Is armor too weak?

      Personally, I'm not a big fan of armor. I used to use it quite a bit before they change the mass values, but it was only ever a fashion choice. I believe that most weapons are designed to tear through armor and blocks, and the only thing that is going to save your ship from taking damage is...
    9. KiloZulu

      To missile or not to missile

      Beams can be set to point defense. My larger ships that have space actually have layers of point defense, cannon+cannon to start picking off missiles farthest out, beam+cannon to pick off missiles that get through, and cannon+missile flak cannons as a last ditch measure.
    10. KiloZulu

      Turret-Controll System and Terminal

      I wouldn't mind being able to name turrets and create groups, then be able to change their target preference on the fly rather than having to directly access the Bobby AI. A "select next target" button wouldn't be bad, either - for when a turret is firing on a low-priority target. "Select my...
    11. KiloZulu

      Warship Design Philosophy (RP Perspective)

      I don't think that we're very far apart on design requirements. Not all of the corridors on my ships are going to be grand avenues, and I hope I didn't give that impression. The corridor should fit the purpose, and so I have wider, more elaborate corridors in heavy traffic areas, and tight...
    12. KiloZulu

      Warship Design Philosophy (RP Perspective)

      Unless someone is building a ship with combat in mind, I can understand why this might be. I'm not big on PvP, and as such I don't have to build them to any particular standard. When I build a ship for RP use, the performance capabilities are part of the RP. That is, I may not want the...
    13. KiloZulu

      Warship Design Philosophy (RP Perspective)

      I'm not quite so sure. The "build it bigger" mentality is more about simply adding more weapons/shields in order to dominate. I'm only saying that making comfortable living space on your ship doesn't have to undermine performance. Yes, your ship will be larger, but if it's caused by widened...
    14. KiloZulu

      Warship Design Philosophy (RP Perspective)

      Agreed - but the StarMade player aesthetic is to fill in every gap on a ship with systems, whereas in real life, crew need to be able to get to every part of a ship for repairs and maintenance. Those areas are tight - no larger than is necessary for the access needed. The corridors of the...
    15. KiloZulu

      How much damage do your turrets do?

      Thanks for the insights, Raisinbat. This turret is meant to deal damage at extreme-range to large ships. The high damage is meant to hurt shields when they hit, and hopefully provide sustainable damage to overcome shield recharge. The punch-through is meant to core the ship with every hit and...
    16. KiloZulu

      Help with a little airlock logic

      lol - I noticed his use of thruster blocks in the decor and wondered.
    17. KiloZulu

      Warship Design Philosophy (RP Perspective)

      Crew on a ship have schedules when they are on and off duty. In the event of combat, the crew that is off duty act as support personnel, and have assigned duties for that role. Some common roles are as fire fighters, repair crews, and first aid. In a protracted engagement, when combat is...
    18. KiloZulu

      How much damage do your turrets do?

      I'm building a turret for a new ship, and so far each of its two guns deal out 184k damage per shot (can+beam+punch.) It's the heaviest turret I've ever built, and it made me curious as to how it compares with other peoples' designs. It might help give me a feel for how to define the ship class.
    19. KiloZulu

      Warship Design Philosophy (RP Perspective)

      I always thought the Excelsior from ST3 was considered a warship (battlecruiser?)