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    1. Jojomo

      Warship Design Philosophy (RP Perspective)

      (Very) large naval ships may have a small number of wide arterial corridors - I don't know whether they do or not, but I do know that they have many small tight corridors. No space is wasted on a ship (I design them for a living), especially naval ships, because it increases weight which...
    2. Jojomo

      (A) simple solution to the "problem" of docked hull...

      As I've said here a few times, I agree. But whether or not docked hull needs to be "fixed" is beyond the scope of this suggestion. This suggestion is just something that could be applied if and only if a decision is made to "fix" it. This is just a suggestion for a mechanic, not an argument...
    3. Jojomo

      (A) simple solution to the "problem" of docked hull...

      The point is to remove the 25% hand-off mechanic that some people really dislike (again though, I'm not one of them). The most obvious replacement mechanic is to simply pool all capacity and recharge, and have all entities covered by this single shield. However that causes complaints by a...
    4. Jojomo

      Warship Design Philosophy (RP Perspective)

      I think that sounds extremely realistic. No way you're going to have crew sitting around off duty in battle. You'd need more crew, and therefore larger/heavier/more expensive ships for the same capabilities.
    5. Jojomo

      Pretty but effective turrets. Discussion of a solution.

      That would ruin the game completely for PvPers - the mechanics would destroy PvP. On the other hand, balancing for PvPers doesn't by definition ruin the game for RPers: there are plenty of RP servers available where you won't come across PvP optimised ships..
    6. Jojomo

      (A) simple solution to the "problem" of docked hull...

      With this suggestion turrets wouldn't be as difficult to damage as they would with that: they would have their own recharge rate (which would typically be slower than the main ship, unless builders gave turrets large numbers of recharge blocks). Or using the alternative that I can't decide...
    7. Jojomo

      (A) simple solution to the "problem" of docked hull...

      Tada! The "problem " of docked hull disappears.... ;) Actually, there'd still be an advantage: hits to one entity wouldn't drop the shields of any other entity, so there's still be a reason to use docked hull. But because only max capacity would be shared between entities, and recharge would...
    8. Jojomo

      (A) simple solution to the "problem" of docked hull...

      Hmm, that's a big post to answer Raisinbat, here goes... I don't think turrets should go without shields. I'm suggesting their maximum shield capacity could be the combined capacity of all capacitors in a group of entities, but their recharge rate back up to that maximum should be determined...
    9. Jojomo

      Pretty but effective turrets. Discussion of a solution.

      I think you have the right to say what you like here, providing it doesn't harm others. That doesn't mean you're in a position to determine what should or shouldn't be "the norm" for this game. As I said before, no individual player is.
    10. Jojomo

      (A) simple solution to the "problem" of docked hull...

      I don't know what Schine thinks about docked hull, but I know there are quite a few players who hate it. (I personally am fine with it, I'm using it in my current build). One suggestion often made to "fix" it is to just pool all shields together, and have no physical damage done to any entity...
    11. Jojomo

      Pretty but effective turrets. Discussion of a solution.

      Well that's a huge call for you to make. I don't think you (nor I, nor anyone individual in this thread) are the person to make it.
    12. Jojomo

      Use shift v to select blocks for deletion.

      I can't tell, so I have to ask: you know you can delete everything in the selection box, or all blocks of type X in the selection box, right?
    13. Jojomo

      Pretty but effective turrets. Discussion of a solution.

      That doesn't seem unreasonable. PVP ships would continue to make turrets at the same size they do now, and therefore still easily outclass the new AI faction warships. Would also allow for greatly increased weapon power at current masses, as above. Many battleship et al battles were...
    14. Jojomo

      What can docked entities do?

      Shields lower down the chain protect upstream entities, until they drop to 25%. At that point the upstream stuff is on its own. So if the upstream entity is something large that covers the shield generating entity (a shell), at this point the shield will stop taking damage, and the upstream...
    15. Jojomo

      What can docked entities do?

      This thread is really interesting. Raisinbat, in your second example above, am I correct in thinking the "Ship" is unshielded, and only the "Shield" entity has shields? Does anyone know what Schine's position on docked plating is? Is it considered exploitative, and therefore likely to be...
    16. Jojomo

      Starmade Forge - Starmade comes to Mobile!

      Looking forward to this so much nightrune! Pinch to expand the selection/deletion volume on each axis? Or failing that, invisible slider bars on three of the screen edges to alter the selection/deletion volume size. (I know a few e-reader apps that use invisible slider bars on screen edges...
    17. Jojomo

      BP pointers for Ships & Stations

      The end effect sounds good and desirable, but how can you make this reliable? Presumably not all BPs are always loaded in memory, and even if they were their location would change on reset, so I assume your pointer is in fact a BP name and/or path, but there's no gaurantee the blueprints for...
    18. Jojomo

      Loadout for a smaller (460k blocks) capital ship?

      I think discussing ships in terms of number of blocks, and percentages given to each system category like this is an excellent method for quick and dirty comparisons between ships. I would also be a great way to help people with their first steps when they post here asking "How much X should I...
    19. Jojomo

      Suggestion on repair mechanics in general

      The answer to all these issues is: fix shipyards.
    20. Jojomo

      Standardized Cargo/Shipping Containers

      Cubes are also the most efficient in real life, in terms of volume per total surface area. I think that matters less in SM than it does in RL though - generally most of us won't care about saving a few percentage points of build material. Because SM ships are usually (not always of course)...