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    1. Panpiper

      ZimmTech: Pirate Fleet Competition [Awards Announced]

      All right. All ships are in their final configuration (I think) and so here are the five packaged into a single zip file. All of these ships are currently being used as pirates on the Freaks'R Us server. The Marauder was built just before this competition was announced. (As was the Corsair...
    2. Panpiper

      ZimmTech PirateFleet Panpiper 1.0

      Five pirates for the ZimmTech: Pirate Fleet Competition. All five of these pirates feature active jump inhibitors. They are designed all of them to be maximally effective combat ships for their mass. These will not be easy loot. They also all have several point defense guns to make them less...
    3. Panpiper

      Buccaneer - Now with a working jump inhibitor.

      Now with a working jump inhibitor.
    4. Panpiper

      Marauder - Now with a functioning jump inhibitor.

      Now with a functioning jump inhibitor.
    5. Panpiper

      Bandit - Now with a functioning jump inhibitor.

      Now with a functioning jump inhibitor.
    6. Panpiper

      Not your average Tie Fighter - Slight cosmetic improvement

      Tidied up the nose, made sure the jump inhibitor logic was functioning.
    7. Panpiper

      Best logic to activate a jump inhibitor in a pirate?

      I'm building a set of pirates for my server, and also to enter into the ZimmTech: Pirate Fleet Competition. I have included a jump inhibitor in the designs, figuring that would make major sense for pirates. Currently I am using a simple clock made with two delay blocks and a button to activate...
    8. Panpiper

      Jump Needle - Optimized, and now with some shields.

      I still had some power to play with, plus there was just the tiniest bit of recharging to do at the tail end of a jump, which was very irksome. There is now no such lag. Moreover I was able to add some shields, not a lot, 20K, but that is enough to buy you maybe a second or so to get out of...
    9. Panpiper

      Bigger weapons should have greater range

      Doing as you suggest would make smaller ships even more useless, resulting in ever more pressure to build server and graphics card breaking titans. As things stand, the pressure is to do the opposite, to come up with mechanics that give some sort of utility to smaller craft such as fighters...
    10. Panpiper

      Read by Schine Salvage beams harvest loot clouds?

      Getting loot is great, loot clouds can be fun given that they are loot, but there are a couple of major problems right now with loot clouds; they disappear way too fast and they fill your personal inventory with useless junk which you have to manually clean out. This latter can be especially...
    11. Panpiper

      ZimmTech: Pirate Fleet Competition [Awards Announced]

      I disagree with the 'loot pinata' concept. One loot cloud per pirate is already more than enough. Frankly I find loot clouds to be an extreme pain in the ass, given that they fill your inventory with utterly useless junk, requiring you to manually clean it out (tedious make work) and hurry up...
    12. Panpiper

      Development roadmap?

      This has been said many times before, but apparently needs be said many times more. The people who work on fauna are not AI programmers. The people who work on AI and such, are not doing Fauna. Should they perhaps fire the people who are working on fauna until the AI people finish working on...
    13. Panpiper

      Ship Classification

      LOL indeed! I just reached out with my arm to lovingly brush my fingers over my High Guard and Striker sitting on my bookshelf. I invested way too much of my life building the perfect Trillion Credit Squadron. ;)
    14. Panpiper

      Ship Classification

      The classification system I use is not restrictive. There is nothing in it that says that a player 'cannot' create a battleship as you outlined. It would still turn like a slugboat regardless, and the huge amount of power and mass you've devoted to thrust would make it seriously underwhelming in...
    15. Panpiper

      Ship Classification

      And for a four hundredth post, I shall do the most dastardly thing a forum post can do short of necro, a bump! Hah! Thought you were special eh, number four hundred?
    16. Panpiper

      Native Punch-through Effect on Cannons

      I think you may be confusing penetration depth with damage output. As I understand punch through, there are diminishing returns for the depth the damage will penetrate. A 10,000 block cannon will not penetrate ten times deeper than a 1000 block cannon. It will however do ten times the shield damage.
    17. Panpiper

      Native Punch-through Effect on Cannons

      Confusion persists... The blockBehaviorConfig.xml file lists a two for the damage multiplier (and a five for energy), but MrFurb says that that gets added to the one times multiplier of the regular damage (and the five of the energy cost to the one of the energy regular cost), that the two times...
    18. Panpiper

      Native Punch-through Effect on Cannons

      Argh! So overdrive does three times the damage for six times the energy? Or am I misreading the energy as well?
    19. Panpiper

      Native Punch-through Effect on Cannons

      From what I can tell reading that file, overdrive does two times the damage for 'six' times the energy cost, meaning neither the Wiki nor Sven are correct.
    20. Panpiper

      Native Punch-through Effect on Cannons

      Hmm... The wiki says that overdrive multiplies damage to both shields and blocks by a factor of six and the energy cost by a factor of twelve. What are the chances the wiki is wrong? ;-)