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    1. Nosajimiki

      Remove firing arcs. Add targeting enhancements.

      I don't really see the point of this. In general, I only hull-mount weapons because I WANT a manually aimed weapon that can not be fooled by various Counter-AI mechanisms or because I want a weapon designed to be shot off into space like distractor missiles or waffles guns. If distractor...
    2. Nosajimiki

      Prerelease v0.200.250

      When I said "the other stuff doesn't matter" is not to say it would not have a result, but that it would never affect your primary target. Disabling systems as you dig through to the reactor would just randomize ship degradation. Frankly, I think it is a GREAT idea for the structural HP...
    3. Nosajimiki

      Prerelease v0.200.250

      The way it will play out is very obvious, which I feel Non outlined very well. When developing any kind of software, trying to circumvent the issues of an inherently flawed system (in this case with a weapons update), creates way more problems that spending the time to address the actual...
    4. Nosajimiki

      New Power System, Did we get Nerfed?

      That would not fix spaghetti since you could just make it into a mesh pattern instead of parallel lines. It would also introduce a very annoying issue when it comes to shipbuilding and manual deconstruction where sections that become temporarily detached would just fall off. Also, this would...
    5. Nosajimiki

      Larger Caliber Weapons

      The shortcomings of M-C are there by design to offset its advantages. On any of the few servers that actually use default weapon ranges, they are a great weapon. Making C-?-E able to support a bigger blast radius would bypass some of the balancing features. B-?-E would become uber broken...
    6. Nosajimiki

      Larger Caliber Weapons

      You can already sort of due this. Using the beacon light makes your weapon super glowy (at least for missiles, have not tested for cannons and beams). Second part if you want to make a wider hole, use an explosive tertiary effect and you'll get a 3x3 cross shaped hole. If you want to go even...
    7. Nosajimiki

      Planned Missile Lock Alert

      Big? This can be made by adding less than 1 mass to your ship! This is an advantageous technology, so there is no reason it should not cost you a couple of blocks.
    8. Nosajimiki

      (EXPANDED!) More In-Depth Stellar Classification

      I think some people are missing the potential of this as a Game Mechanic and not just eye candy. Picture Supermassive black holes or quasars at galactic cores. Then imagine hitting a gravity well and/or sun damage from 1-3 systems away instead 1-3 sectors in this area. If coupled with a...
    9. Nosajimiki

      Half-buried derelicts as exploration features

      It might be even better if the derelicts had systems; so, while exploring you have a chance of finding yourself a nice chunk of ready to uses system blocks.
    10. Nosajimiki

      SOLUTION TO SPAGHETTI AND DOCKED ARMOR - YEAY MATH!

      Wait... weren't we promised "lightweight interior blocks" with the 2.0 system to make detailing ships less of a penalty. Well, that aside, at most this would force players to settle for 2x2 system strands for a total hull mass of 33% which is easy enough to offset. While this would make...
    11. Nosajimiki

      SOLUTION TO SPAGHETTI AND DOCKED ARMOR - YEAY MATH!

      System exposure would create a step in the right direction, but not offer nearly enough of a disadvantage to equalize the playing field. All I would have to do is surround my systems in lightweight obliterates such as capsules, motherboards, etc. which would only add about 40% mass to the ship...
    12. Nosajimiki

      SOLUTION TO SPAGHETTI AND DOCKED ARMOR - YEAY MATH!

      Spaghetti ships minimize damage by reducing the number of blocks you can hit with a single shot. When you hit a spaghetti ship, high yield missiles designed to inflict upwards of 1 million structural damage by destroying tens of thousands of blocks might only catch 40-50 blocks in the...
    13. Nosajimiki

      SOLUTION TO SPAGHETTI AND DOCKED ARMOR - YEAY MATH!

      Surface is based on total exposed faces, and only needs to be calculated when editing or rebooting a ship. Much like reactor conduits, I would not imagine it being productive to recalculate it with combat damage. When editing, it should not take a huge load either if you store it as a number...
    14. Nosajimiki

      SOLUTION TO SPAGHETTI AND DOCKED ARMOR - YEAY MATH!

      This is already sort of a thing, except when lag happens (as it tends to in a fight) rounding issues allow ships that should rotate slowly to rotate fast. Also, that is not nearly an adequate balance. If you've ever fought a spaghetti ship, they are generally only a fair fight for normal ships...
    15. Nosajimiki

      SOLUTION TO SPAGHETTI AND DOCKED ARMOR - YEAY MATH!

      If you look at the Case Study examples, it does not punish exposed or not exposed systems because is has a hard-floor. A ship with a factor of 0.1 is the same as a ship with a factor of 0.999, they both receive damage as normal. That is what if (shipIntegrityFactor < 1) {shipIntegrityFactor =...
    16. Nosajimiki

      New Power System, Did we get Nerfed?

      Note, the borg cube is actually one of the least efficient because all those stabilizers are only half the distance as if they were on either end of the ship which already does not have a long dimension. The one advantage to the borg cube is that it will be harder to kill than some designs...
    17. Nosajimiki

      SOLUTION TO SPAGHETTI AND DOCKED ARMOR - YEAY MATH!

      Okay, so here is some math I came up with that could fix the spaghetti problem with minimal changes to the game engine (and help balance docked armor a bit) The idea is all about weighing a ship's surface area and size factor against how much structural damage it takes per block destroyed such...
    18. Nosajimiki

      Systems should give you FP, not consume them

      The issue with this system is that it promotes spamming single block claim stations which would be very tedious and boring. As for RedAlert's linked posts: the idea of solar stations is bad because it puts the timer in the hands of the attacker; so, if an Australian wants to attack an American...
    19. Nosajimiki

      HowTo build a ship in the new dev build

      Many servers allow 1000+ salvagers, but that is not what I mean. What I am talking about is a symptom of the way that the server (or your local computer if playing solo) processes data. Without getting too technical, removing a block is a process that the server must perform. Calculating a...
    20. Nosajimiki

      HowTo build a ship in the new dev build

      Ehhh... I was not aware that I was saying you don't know how to make a salvager, but since you bring it up, 1029 is way too many outputs for most servers. Effective mining is all about meeting but not beating the lag threshold on the server you are playing. For most servers, this threshold...