For one thing they tweaked the values regarding defensive effects. In what ever version I currently am using you get a 4000:1 ratio for the stop protection and it's the only other protection that still gives you 100%
I've been wanting to build a junkers barge by copy and pasting parts from ships in a scrap yard together... but there isn't much to work with here. A sector export with the cargo pod, limited supplies and debris you had to use would make this fairly interesting.
This is great, It looks like you still have to have each of a specific type of sub block though. They all have their quantities but stack onto a single item slot. I wonder if they'll merge other blocks as well. Like weapon computers take up a single inventory slot but you choose your active item.
Yeah you're right about the jump drives there, I didn't actually run the numbers tonight and I got them mixed up. For testing the effects I loaded up a core with a mass of power blocks and then checked to see how many of them it would take before the percent efficiency dropped while using an...
Honestly it shouldn't be 1 for 10 mass. That may have been the previously set config but having a ship have to be 10% an effect block for that effect to be effective is dumb. I can understand the jump drive being 20% (even though I think it's a little high) but not the effect systems. Having...
Yeah the structure tab has not been updated with the new weapons. The Weapons tab however does have accurate information as far as I know. One of the more recent patches has definitely altered the effect modules to need less than 10% I don't have the new numbers but it's kind of nice. It...
I'm not sure if that is a bug or just balancing, I noticed a ship I refit only needed 1 which it previously had 4. I wanted to see if it was a bug so I slapped an overdrive on a larger ship and gave it a single module and only got 5%
Edit: I tested this further and it does seem to be just...
As a fellow builder of RP style ships I look forward to seeing more. I know the challenges of fitting systems and all the required RP elements which I've developed quite the laundry list of. My newest favorite is the use of plex door wedges as foldout cots to save space.
The last paragraph...
The jump drive will work with a single block but with diminished results, the effect modules work with a single block but with diminished results. I fail to see the difference but in any case it doesn't matter, we should still be given that information so we can make informed decision if we...
The new jump drive tells you exactly how many blocks you need for a 100% effective system, so my question is, why don't the "effect" modules do the same in the weapons tab?
This was the most shiplike looking thing I could build that fit in a 7x7x7. It's classified as a microfighter as it has no bobby AI, and it hasn't been updated for .15 standards yet.
The easiest solution would be to have stations basically /initate_wave when they are attacked. IMHO this is a much needed addition to the game as attacking stations is way to easy. With changes to abandoned stations no longer being usable for quick cash we'll need some way to better defend...
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