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    1. Kelpaz

      Prerelease v0.200.250

      The new shield mechanics were made to discourage "floating island" builds something which I never seen uploaded or made on my server. I actually thought it was to encourage creating separate shield facings but no, it just makes it more complicated than it needs to be. Can't there just be one...
    2. Kelpaz

      Prerelease v0.200.250

      I tested a custom config where stabilizer distance was always 100% and it made me wonder why have them in the first place. It just forces ships to take a certain shape unless you love empty spaces and if you need interior, well now you can have 10X more interior on top of what you had before...
    3. Kelpaz

      New Power and viable shapes

      I wish they would have kept the old power and just added the chambers to it, but since they put so much effort into breaking all systems including shields I am trying to find ways on how it could work, and one of those things should be either complete removal of stabilizers or requiring them...
    4. Kelpaz

      New Power and viable shapes

      Current dev builds seemed to break the power requirements: The "meta fighter" and the "Space banana" are ships I made to point out how broken the current systems are and now they draw too much power. It seems like the current builds are on a head on collision to make everything draw too much...
    5. Kelpaz

      New Power and viable shapes

      I was doing a bit of thinking about how to solve the shields and I'm not sure it warrants it's own suggestion thread, if anyone believes my idea is good enough you may snatch it and put it up for suggestion, anyways here's my take on it: Instead of trying to build separate bubbles all...
    6. Kelpaz

      New Power and viable shapes

      THIS I couldn't agree more I wish I could spam that agree button. I have kept most my ships active since pre rail just upgrading them over time. Now I could make a ship based on the forced design choices and make the perfect suitable shape but I don't want that, I want the freedom to design my...
    7. Kelpaz

      New Power and viable shapes

      I've been testing around with separate shield bubbles but the problem is that it's reliant on placement and the shield radius can't be fine tuned. The radius of each shield bubble grows when rechargers are added, which is fine until you need more rechargers to upkeep more capacitors. So it's a...
    8. Kelpaz

      New Power and viable shapes

      After testing some different reactor builds I decided to try it on my flagship as a test. The first thing I did was stripping out all systems which was easy with the new tools even on a large ship. Now I got alot of free space alright, problem is new shield mechanics are unexplained and as far...
    9. Kelpaz

      New Power and viable shapes

      So now I got that out of the way don't you see any forced design choices here? I am pointing out that the current state of dev build must change in terms of stabilizers balance before it's finalized. I want to see better solutions to power balance than "put stabilizer Xmeters from reactor"...
    10. Kelpaz

      New Power and viable shapes

      We will just have to patiently wait I suppose, I do know that weapons were going to be expanded upon after the power update has been "stabilized".
    11. Kelpaz

      New Power and viable shapes

      Warning incoming text wall ahead I have tested the new system and every time it's all about extending one axis a few hundred meters even for a ship with modest power the distance for stabilizers are too extreme. I built a reactor until stability went to 0% then I put stabbers in the "green...
    12. Kelpaz

      HowTo build a ship in the new dev build

      Definetely agree here, I came to the topic: "How To build a ship in the new dev build" My intentions wasn't even to have a one sided conversation but lookie what I got.
    13. Kelpaz

      HowTo build a ship in the new dev build

      Less efficient stabilizers result in a less efficient reactor setup since it uses more blocks that it needs for s reactor that uses full efficiency. Now I get the feeling that at this point it seems that this thread is just about your opinions because others are invalidated for X reason. I...
    14. Kelpaz

      HowTo build a ship in the new dev build

      I did but I don't see the point of building inefficient reactors.
    15. Kelpaz

      HowTo build a ship in the new dev build

      I posted a simple 100% stabilizer efficient test ship with no hull but you ignored it claiming that I misunderstood the topic. Sure I wasn't making the post for you especially but I was merely pointing out stabilizer distances. This was the only thread discussing power 2.0 build strategies which...
    16. Kelpaz

      HowTo build a ship in the new dev build

      I posted on this thread because it's relevant to the discussion of power 2.0 and ship building under the new system.
    17. Kelpaz

      HowTo build a ship in the new dev build

      I still think the stabilizer distance is too extreme, I made a test ship based on a moderate reactor size and then simply putting stabilizers in the green zone and got this result: Now I am aware of the power scaling differently and systems requiring less power but 389 meters for just a simple...
    18. Kelpaz

      New Power DEV Thread

      Since I build ships that work in fleets and AI is not able to use effects I stopped relying on them since they took too much space, so only a few specialized smaller craft ever use them. Since Ion effect isn't a chamber choice for the new power system I don't get your lecturing about ion effect...
    19. Kelpaz

      New Power DEV Thread

      I've been procrastinating about making this post about this but here it is. The new power work alright in some cases like some "fighters", Larger ships however causes many headaches. Either the reactor will be in front or back, even thinking about a center reactor is a no go unless you have a...
    20. Kelpaz

      How useful actually is armour?

      You might hear others claiming armor to be useless but AHP makes it a good investment as long as it's in the right places. The best way to find out if the armor is well distributed is to try to blast the ship apart and observe the damage. Frontal armor is usually the most important while side...