so 2 10k reactors? Minor point on aux and maintaining groups: armored or not converting the aux into a "tube" design based on the explosion radius helps maintain a "single grouping" after meltdown.
Eg 10k is a little bit "over" the max efficiency per block to begin with.
I noticed a grouping of...
in short: "fill a ship with systems and a useless outer skin" was something schema brought up as the core reasoning behind the power rework proposal. It's goals were to reduce the number of blocks placed to get to a desirable efficiency/utility persystem.
The goal was to "make hull useful" and...
Pointing out that once to take damage that "matters" specific blocks become an even worse return-for-weight than otherwise.
I realise There are a few ways of looking at things, and like to look at them all. I can see where you'd think "look at this thing too, you seem to be missing it in your...
Try working Negative systems HP for system blocks into your discussions on plans. AFAICT that would result in a very similar effect to the spirit of the proposal. Alas it would need a bit of code change, I tried testing it in a new world, but the syshp variable can't be negative in the current...
th % reduction pentalties applied flat to your pool as sys hp% drops, even before overheat, which further nerf the utility of certain blocks :)
Kinda matters as you're taking damage.
too bad you get an error
Edit: It's weird, cause I thought java used signed value systems to begin with? Isn't forcing unsigned putting up object load?
Just making sure you mean "release builds" not "dev builds" as one is kinda obfuscated from average players. ;) Even then, they're so lost in the serverlist It's no wonder they don't see much activity. But that's mildly tangential to my point.
Case in point why I think it should be put in the...
If that's true, where's your agression stemming from?
Edit: also, do yourself a favor an open blockbehaviourconfig.xml, and search up "HpConditionTriggerList" ;)
The difference in our SHP "padding" mindset here (not AHP) is that I'm fairly certain AI target "real system blocks" and "dig till they destroy it". I'm referring to padding from a high SHP:BHP:mass block "inside or outside the tunnel in question" reducing the impact to overall SHP% that losing...
Hopefully you rotate-in different ones "as they currently work" and make this reoccuring. Far as I read, the whole news was a "what do you think? Ahh, ok we'll hold off and work on making something concrete for months in 500N-time...."
you left out the second part, the rider. Perhaps I wasn't clear that they are linked?
"As a stepping-stone to find out "what actually works", yes."
Particularly in relation to Lancake mentioning that "losing shield capacity first" is just a no-brainer when it comes to having started taking...
Arbitrary number is arbitrary, for all I care "another week of the same! could be a damn good indicator of core-game balance changes. I'm thinking of it more as a quick-rollover test of otherwise Very-Bad-Ideas™.
Other than that, what do you think of the core idea? Any other ways to improve it?
Never said that, though I see where you could skim-read and misinterprit it to that level.
Do you not agree there is currently, a core-imbalance between passive systems, offensive systems, and utility systems weight:SHP:blockcount?
Can you think of a better method to address that imbalance at...
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