Yes, but that range was defined by you! So it's still completely personal ;)
I don't for one second claim that you're wrong, or that I'm right, but to me a fighter is smaller than that (just personal opinion).
I quite like Bench's classification system. Mass 537 in that would be a frigate:
Inefficient and ineffective? Not true at all. They ignore shields, which is a huge point in their favour.
Here's a 10 block warhead torpedo taking out 300 blocks throgh 5 million shields: How do YOU use warheads?
I've already posted a method to use above that handles double curvature just fine..
It's a method that's used in real life ship building, and in SM (by me, and probably others).
Do a keel outline (the "backbone"), then do frame outlines ("ribs") at every X blocks along the backbone/z axis.
The size of your ship will determine the value of X (e.g. for a 1000m long ship you might get away with X=10. Smaller X values are better, but more work.)
Then just fill in the...
You did a few posts back, didn't you? Undock anything too heavy for the rail - this would make docked entities expensive.
So no hard ban, just a soft ban that has the same effect.
If you consider how long it takes a little ship (that can turn quickly) to chew up an astroid, 30 or 40 seconds cost per asteroid for a larger miner isn't very long to wait at all.
Hmm, you're very good Raisinbat - I'm definitely buying what you're selling, even though I didn't really expect to.
Can you see any potential problems with what you're suggesting? Any way to exploit it to upset the balance of things? (I can't, but I don't have the same depth of understanding...
I think you're saying that I'm right, but that it doesn't matter?
I think it does matter. Note I didn't say a fighter should be able to defeat a large ship - but I do think that an equivalent mass of ships should be somewhere reasonably close to having equal chances of winning a fight, no...
This sounds good.
Wouldn't this have the effect of making a large ship invunerable to an equal mass of fighters?
It sounds like it would be a strong reaso0n to always just build the biggest ship possible.
I may be misunderstanding this, or missing some important point, but from the news page that announced shipyards:
The size of ship you may dock is unlimited but the shipyard will not work if the length of the yard is too small (the other dimensions don’t matter as long as the docked ship...
I understand what you mean. I don't think that would need to be a limiting factor in deciding which system to implement though - time spent in warp/hyperspace could be made proportional to distance, so jumping to far locations could still take a longer time.
Good point.
I can't disagree...
I assume there's a good reason for adding jump modules making recharge time drop instead of increasing jump distance, but I'm ignorant on the topic.
Why is it this way? Would increasing jump range instead be problematic?
I can see some positives: chain jumping would become (virtually)...
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