With the RHP mechanics being what they are, it isn't a linear conversion like that. 20 seconds of damage applied by 1 cannon likely means a direct breach through the entire ship, including massive damage to the reactor. A similar beam will tear open large parts of the ship.
20 seconds of damage...
The real reason we're hesitant to create exceptionally high damage/high recharge alpha weapons is that - especially with the current power system requiring no extra effort to use them - massive alpha damage can easily lead to a metagame where everyone just *delet this*'s each other instantly and...
We have test ships, but they tend to be very specific to the metric we're testing. A short time ago Scypio and I prepared some test craft to see how missiles performed against armor and compared to other weapons at equal mass... They were around 50-55k mass and their armor configurations were...
Nope. It just means that we're free to try things, and consensus/long discussion is really only needed for permanent changes. It also means that the document might be wrong about some things sometimes because there's no protocol to have to change the documents every time we want to switch one...
It is HIGHLY unlikely that we will change individual block resists - and aside from maybe some special future blocks like "Heat Shields" - it is unlikely that Schine will, either.
The global armor/shields/blocks values are far easier to change, far easier for people to understand, and generally...
Swiftstone In response to your concerns about cooperative MP and mobile bases:
Long-range transportation is intended to be accomplished using jump drives, not engines. Jump drive balance is definitely an area where I - and hopefully the rest of the team - are open to discussion and adjustment...
We've been trying to get some outside feedback for a while, and really nobody outside of the core members of our team have given it more than a cursory look-over before this announcement was released.
When designing the Quickfire configs (or at least, their current state, which can still...
We did pretty much this.
Unarmored blocks, armor, and shields have -1 resistance to some damage type, and we've moved the weapon damage types around a bit. Systems -> kinetic -> cannons; armor -> heat -> missiles (though missiles are bad vs. armor anyway); shields -> EM -> beams. With the right...
Without stabilizer constraints you have a lot more freedom with how large or small you want your reactor relative to your hull. At the larger end, shield systems got pretty massive.
IIRC we did this initially, but the shield systems ended up HUGE.
7k mass isn't really a "bigger ship." By our reckoning (intended to be in line with typical ship sizes on servers, in major factions, etc.), those start at like 30-50k. That being said, if you upgraded your armor or shields you...
I'll just leave you with this table...
A ratio of 4.4̅ or so vs. 8 is a pretty huge deal, especially with large numbers of chambers or particularly massive ones (i.e. high level). And that is only in the best-case scenario; if you don't go right to the upper edge of any given reactor level for...
Out of curiosity, are you at 100% reactor stabilization, or the previously-needed 25%? If so you're now at 1/4 of your old power regen :P
Also yes, we have increased the power cost of shield regen per block. I'd forgotten about that. With weapons being weaker, we didn't want to run into a...
The current convention in PvP is to compare with mass. If you want to compare using power, or reactor level, you can still do that with linear levels and if anything it will be more accurate. The optimization zones are just too restrictive to preserve that mechanic, and the in-betweens don't...
In all my time here I've tried not to act like the excessively blunt, dickish stereotypical PvP vet (primarily because I'm not one and don't have the first-hand experience to back myself up acting like that), but just this once, for about two sentences, I'm going to have to act like one, as I...
It does exist, of course. My point is that all weapons have AoEs. You said
which is odd, as cannons, beams, and missiles all have their own version of AoE mechanics. Beams are both super accurate and have an AoE, in fact one that is in some cases better than the cannon one. Cannons use a...
More precisely: Beams also have AoE, period. And if they didn't, players just split up the outputs, creating an AoE of arbitrary radius. All this talk of 'comparing AoE vs. subsystem cross section' doesn't mean much.
What we did in Quickfire's config is cause beams to put all of their leftover...
Yep. You can just copy the configs into your local install's /StarMade/data/config folder.
Aye, it's an aesthetic choice which has real gameplay repercussions. We've reduced the size of weapons a fair bit (partly by my request), but - as several more knowledgeable people had to point out to...
The "Personal Gravity" is not personal gravity. It's just downward gravity, for both the person and any ships/asteroids near the station. The "Structure Gravity" is radial gravity for everything, but players don't have character control code for radial gravity so they use downward gravity with...
I'm not in support of anything that promotes the usage of fake windows, but beyond that, I like the idea. Rivets and compact lights would be great things to have in general.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.