Linear radius scaling might be a bad idea, in the case of this example 2 warheads would hit 8 times the volume of 1 warhead and 4 warheads would hit 8 times the volume yet again g 2 warheads (64 times the volume of 1 warhead). This leads to obvious problems as the damage is scaling...
The main issue is large ships backpedaling which prevents smaller ships from making any use of their maneuverability. Put some passive overdrive on your fighter and you can outmaneuver the large ship and easily avoid getting hit by its main weapons.
Pulse has uses... you're just not using it right. Though it could do with a few tweaks such as: more than 0.5 dps per block (who thought giving it 1/10 the dps of other weapons was a good idea); remove the animation/damage delay so it can actually hit things.
So increase the power consumption to exactly 25e/block, that puts a hard cap on how many non-power blocks a ship can have and still perma-jam. Even better make the power consumption around 20e/block so that ships of essentially infinite size can still perma jam, but only at the cost of having up...
If were doing something like this we need a separate game-mode that retains the current build-mode. If I want to build something purely creatively I don't want to have to first guess how big its going to be and then put together an appropriately sized shipyard; It would also make...
Props for actually replying to everyone. It would be good as an option for servers but personally I would have it be off by default rather than on by default.
Performance aside it sounds like it would just limit creativity by placing a hard limit on block count. Besides when was the last time you saw a ship over a million blocks on a server anyway? Aside from troll's building doombricks no one really has the resources to field multiple of them anyway.
I want this too for rather more insane reasons. In the meantime you could have multiple gates behind doors which open to expose the correct gate? I don't really use warp gates so I don't know if a station can have multiple.
Random thought about point defense. Currently the problem is that even with multiple outputs on a turret the AI will still aim them all at the same point meaning there is no increase in the chance to hit. So what if we hard-mounted independently controlled additional barrels on our point defense...
You could definitely break the max server speed but unfortunately objects to not inherit the velocity of their parent rail when they undock so no ship launchers.
That would cause issues if I built a ship that was just one core and 100,000 mass worth of rock. A ship with no systems would be using up a significant amount of fuel.
May I ask how you conducted your test? because months of community testing would suggest that multiple smaller ships (usually drones) can handily destroy a single ship with a mass equal to, or even greater than, their combined mass.
Now that I can agree with, if ships could only go at full speed moving forward then we would probably see a lot more tactics to make small ships more viable.
Didn't they make turret turning speed mass based? please correct me if I'm wrong.
Currently people don't use auto-guns because of the...
Thats a good point, there would probably be an optimum balance between group size and number of outputs. However I could easily bypass this problem using docked auto-guns.
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