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    1. Panpiper

      Jump Needle - A bit more...

      No sooner than I had uploaded the prettier hull version, I realized there were a few more things I could add to spruce it up more still.
    2. Panpiper

      Jump Needle - Much prettier, even slightly faster jump recharge.

      Dalmont was quite correct to insist that I clean up the proof of principle design and make it something people wouldn't be ashamed of to fly. While this likely won't win any design awards for role playing design excellence, it now looks like a Starmade ship aught to. It still has it's full...
    3. Panpiper

      Jump Needle Version 1.02

      Something like this is exactly what you need if you want to say, get to another galaxy, and don't want to get blown to crap by the first pirate base you stumble across. With this sort of ship, you are cloaked and jammed all the time, and jumping as fast as the jump animation allows you to jump...
    4. Panpiper

      Weapon trade offs and power balancing.

      I have no problems building small craft that deal impressive damage for their size. The idea that small craft weapons are too weak is to me quite laughable. With the bonus power system giving a HUGE advantage to small ships for their mass to power ratio, and with overdrive, damage output being...
    5. Panpiper

      Weapon trade offs and power balancing.

      That 'thread' is more of a text book nowadays with over 60 pages to read. Frankly I find that somewhat daunting. Do I have to start reading that thread from the beginning to learn what there is to learn from it? Or is there perhaps a summary at some point that I can start from to make joining...
    6. Panpiper

      Weapons feel too weak

      All that does is to reinforce my point that weapons are not too weak. It also lends argument to my contention that power capacitors need to be nerfed to 500 power points rather than 1000.
    7. Panpiper

      Weapons feel too weak

      Take any small ship you want up against one of my marauders, and then come back and tell me that weapons are too weak for tiny ships. ;)
    8. Panpiper

      Weapons feel too weak

      The developers have to walk a very fine line with how powerful weapons are with regard to defense. They have to ensure that one shot, one kill ships are simply not viable, otherwise the game simply becomes a griefer paradise. The problem with weapon strength right now, in my opinion, is not...
    9. Panpiper

      ZimmTech: Pirate Fleet Competition [Awards Announced]

      For very small ships, at least with me their shape is largely defined by their power system structure. All of my pirates are the same, in that their shape is the result of the power structure they used. Were I to use the same sort of power structure to create a different pirate, I would wind up...
    10. Panpiper

      Maximizing energy production for a given volume

      Oh gods, not another, "let's build tiny cubes for power" thread. Tiny cubes are the WORST POSSIBLE method of generating power, short of filling space with solid power modules. Do not do it! Plan your ship from the start with long lines of power modules extending in all three dimensions. There...
    11. Panpiper

      My Capital

      What if the beam emitter is flush against a ship block such that there is no beam propagation. Does the game still try to create a beam even though there is nowhere for the beam to go? Is there still lag?
    12. Panpiper

      ZimmTech: Pirate Fleet Competition [Awards Announced]

      Fifth pirate done. I am going to hold off on posting the complete pack until close to the last minute (unless otherwise asked), because I might want to go in and tweak some things, such as making all of them have a functioning jump inhibitor system. The actual look of the fighter really was...
    13. Panpiper

      Not your average Tie Fighter 1.01

      A fast and hard hitting pirate fighter, that just happens to look so much like a Tie Fighter, that I had to call it that. This is a ship that packs a very solid punch for it's 200 mass, with a 300 block damage beam/cannon/overdrive weapon. It is also no slouch defensively with over 20K shields...
    14. Panpiper

      SPACE WHALES CONFIRMED!

      Enough with the space whales already... I want flying spaghetti monsters!
    15. Panpiper

      ZimmTech: Pirate Fleet Competition [Awards Announced]

      Four ships done, one to go. This last one is the Outlaw. Well under 1000 mass.
    16. Panpiper

      Outlaw 1.0

      This is a missile barrage ship well under 1000 mass that launches no less than 56 missiles in a single salvo, and 'none' of them are simply decoys. 48 of them are not particularly heavy hitting, doing around 4000 damage each. The other eight however will punch very large holes. This ship's DPS...
    17. Panpiper

      how do you guys make your ships look good and function well?

      This may be stating the obvious for many, but 'wedging'; Learning to do good wedging can with one stroke take a ship that looks like absolute crap and turn it into something elegant. Heptas and tetras are your friends. Learn to use them and use them whenever you can. In my opinion (note this is...
    18. Panpiper

      United Colonial Corps Shipyards and Fleet

      I'm curious Sven, have you ever written down your notions of how you would classify ships, such as the way I did?
    19. Panpiper

      My Capital

      Is it really 'that' much more FPS?!
    20. Panpiper

      Trade party restocking player shop...

      Well, that would be one way I suppose. My way (essentially just spawning a trade station) it would just be a regular store. If I buy the 37 shield rechargers, it would cost me no more than it would cost at any other store. All it really saves me is the hassle of having to jump in a ship and go...