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    1. ltmauve

      Weapons and Charge Effects

      Then what about split? What does that do?
    2. ltmauve

      Improved Universe

      Having a moving reference frame is easier than having a moving object. It's be easier to have a set-up with concentric rings with different rotation speeds, for systems. For void sectors, having one big empty (and I mean empty empty, not asteriods empty) would be simple. The question is, what do...
    3. ltmauve

      Weapons and Charge Effects

      The only way I see to balance an auto-aiming weapon is to make it close-ranged. So with a 5 km sector, ranges should be: 5km: missile-beam, cannon-beam, beam-beam 3km: missile-pulse, missile-mine 2km: cannon, beam, missile 1.5km: tesla-beam, cannon-cannon, beam-cannon, missile-cannon .75 km...
    4. ltmauve

      Shield recovery

      Right now, there's a mechanic that once a ship's shields go down, they recover after 10 seconds, with no regeneration, meaning they go down again immediately. Instead, shields should recover at out-of-combat rates until they are at 10 or 25% (exact number to be left to Calbiri) but while in...
    5. ltmauve

      Damage based ammunition for ships.

      I can get 12000 blocks in a weapon group by doing something 60m x 20m x 10m. Not that hard to do. I suspect some of your merely big ships have that or more. Online play is generally capped at 800m, though I do think sometimes there are larger ships if the admins give special permissions. To...
    6. ltmauve

      Link storage to docking points

      What the prototype AI said was that if you have a storage as a slave of a docking module, it will attempt to put the items into whatever ship docks there. If you have a storage as a slave of a ship core, then when you dock, it will attempt to put the items into storage that is the master of that...
    7. ltmauve

      Recognized Turrets system with Pictures - [ Poll]

      I believe the idea is that one block defines the hinge for the barrels, and then you select from your turrets blocks that belong to the turrets. Also like the idea of upward-facing barrels. Gonna use those for PD.
    8. ltmauve

      Damage based ammunition for ships.

      You certainly like hard caps. Also, what is the "proper" size for a ship? 500m? 250m? 100m? 50m? 20m? 5m? People who put lots of effort into large ships are going to be upset when they can't use their weapons for very long. And this means a base is needed for anyone who gets into fights on a...
    9. ltmauve

      Heatseekers, whyyyyyyyy?

      Ways of balancing heatseekers: slow speed: this gives them good maneuverability, but they can be outrun) short range: along with above, gives them an identifiable role of taking out fighters near you, while making them useless at long range. And by long range, I mean "standard beam range."...
    10. ltmauve

      Damage based ammunition for ships.

      I don't think you fully understand how big ships are these days. This will turn the low-alpha, use-for-the-entire-battle weapons of large ships into something that can only be used for ~30seconds. 200 blocks -> 16minutes 40 seconds. 12000 blocks -> under a minute of firing time. My crusier will...
    11. ltmauve

      StarMade Dev Update: Introducing Faction Points

      Spawners... hmm.... Also wasn't there supposed to be an FP cost for bases?
    12. ltmauve

      Damage based ammunition for ships.

      Also, it hard-caps the damage from a single weapon below 1000000. Good luck busting through the millions of shields ships these days have.
    13. ltmauve

      Damage based ammunition for ships.

      2000 dps = 400 blocks. That's most people's definition of a frigate's or corvette's weapon system. Leaving aside exact numbers, I can see how this will go. First, large ships are only effective at defense of a base, because they quickly run up their damage totals on weapons very quickly. Also...
    14. ltmauve

      Improved Universe

      But having the planets as moving objects in the physics engine would greatly reduce performance. Currently, the planets are static in the sectors, which rotate.
    15. ltmauve

      Improved Universe

      Yeah, I don't think it's practical to have planets much larger than 1km radius. That gives 16 km^2 of surface area, which is plenty of room for planets, or even a hanger for most titans. Also, regarding planets: can the "floor" get removed, so we can build below the normal bottom of the plates?
    16. ltmauve

      Toxic Weapon Effect

      Corrosive and anti-material would be better than sonic, which doesn't make sense for a space game. Let's go with corrosive, since that's pretty simple. Toxic: Reduces damage versus structures, increases damage versus players and NPCs. Fractionally small power cost. Corrosive: Reduces damage...
    17. ltmauve

      Improved Universe

      While I would also like full-scale planets (~10,000km across) it's that most computers don't have space for that. The surface area of an earth-like planet is 5.1 * 10^14 m^2. That requires 1.5 petabytes to store that information. Just to store the blocks on the surface. To store the blocks...
    18. ltmauve

      Massively Studied Suggestions ( I.E. Pilot seats, Music, Effects, Store Suggestions, Etc )

      As for your shop auto-restocking: It should only take the amount of a block up to about half of the shop's max, so that way you could always sell stuff. If someone fills it up above halfway, it "destocks" instead
    19. ltmauve

      Useless Blocks

      Power drain is pretty much useless, since you can't hit the power blocks on a good ship until it's already gotten its shields punched through. Making logic batteries with power supply is pretty easy. I actually set up shield supply beams in my cruiser to charge the shields of torpedoes that...
    20. ltmauve

      What Creatures/Aliens and other life forms would you like to see?

      Planets don't attack you if you survive