Search results

    1. Panpiper

      'Automatic' popup turrets?

      I like the idea of having ample point defense turrets on my ship. ('Point Defense' refers to weapon systems designed to engage incoming missiles.) However for many ship designs, I prefer a relatively smooth hull, greebled perhaps, but not with dozens of knobby turrets sticking out all over the...
    2. Panpiper

      What ship design elements contribute the most to lag?

      I want to build a big, powerful ship that fears no pirate regardless of how beefed up they are, and that gives serious pause to any griefer thinking of raining on my day. I want to put a thousand seekers into the sky and have a hundred docked modules pouring power and shield reinforcement into...
    3. Panpiper

      Missile blast radius/power calculation

      Is there a detailed description anywhere as to how the explosive blast of missiles is calculated? Certainly there must be a point at which stacking more modules onto a missile system serves only to help taking down shields, as maximum damage effect is assured (all blocks in the outer radius of...
    4. Panpiper

      Are forcefields useful?

      Are the new forcefields useful for anything yet other than fancy doors? Can they be used to block damage effects? If so, what are their properties in this regard? Do they simply stop one hit and go down? Do they absorb damage like armor does? They have an armor rating of 75% but no hit points...
    5. Panpiper

      Questions about computer facing and fire direction

      The fact that computers must face forward if one's weapons are to fire (forward), is one of those niggly bits of information the lack of which stymie newbies no end. Recently I was informed that it is not that computers need fo face forward in order to fire, but that computers need to face in...
    6. Panpiper

      Logic to activate defensive effects in AI controlled turrets and ships

      I enjoy using certain defensive effects and for a good while, put them on turrets as well. I was then informed that the AI will not use defensive effects and all such blocks were wasted. Is there a way to use logic to activate such defensive effects so that they work despite the AI not using...
    7. Panpiper

      Variable Missile Geometry

      I enjoy having other aspects to ship optimization that create for more design strategy than simply adding more blocks. One thing I would like that would be fairly simply for people to grasp, relatively easy to implement and quite logical and thematic would be to offer extra customization to...
    8. Panpiper

      Optimal Growth Strategies

      My growth strategy thus far has always been to simply build bigger and better mining ships. I'll take my starting resources, buy extra salvage modules, power blocks, and very soon a cloaker. (Buying a faction block, and creating my own personal faction, is of course fairly high on the starting...
    9. Panpiper

      Is there a trick to straightening turrets?

      Is there any way to straighten turrets without manually climbing inside each one individually, doing it yourself, then having to reset the bobby AI? I was doing work inside my ship, when my very large turrets swiveled to engage a passing pirate, and now they occlude all sorts of space. Sadly my...
    10. Panpiper

      Turrets, AI ships, and passive effects

      I've built my turrets using both pierce and ion passive defensive effects. Recently someone in chat told me that turrets will not use such passive defensive effects. Is this true? (And are the developers aware that this would be a HUGE failing?) I presume that if this is the case, that AI...
    11. Panpiper

      Playing with missile turrets

      I am on a server with AI difficulty set to medium or easy, and my cannon turrets virtually never hit anything. (And sadly therefore, neither does point defense work against missiles.) However my homebase is regularly visited by pirates. While the base itself and anything docked to it are...
    12. Panpiper

      Server suggestion: Beefing up armor.

      As the game stands in native, hull armor isn't good for much. It will take a hit, but it is trivial to create weapons that will destroy even advanced hull on contact. The only reason right now to use hull on one's ship is cosmetic. In terms of combat utility, one is otherwise vastly better off...
    13. Panpiper

      Please stop penalizing 'roleplaying' builds

      I would like to build and fly ships which others find attractive to look at, that are believably interesting. I would like to be able to play on a 'roleplaying' server where the look of a ship is paramount. However the actual game mechanics actively deter me from doing so, and unnecessarily so...
    14. Panpiper

      Additional Hotbar(s)

      My goto ship has multiple functions; it has double salvage/pulse arrays requiring two hotbar buttons, a technobeam array, scanners, jump, overdrive, ion shields, ship core for docking, and currently three different weapon systems, but wanting to add at least a fourth. That's eleven to twelve...
    15. Panpiper

      Make turrets easier to place

      So yesterday I finally got to the point where I was ready to install two dozen point defense turrets on my new ship. I had designed a nice, clean, easy to afford PD turret and had the materials in inventory to build all twenty four. So I bought 24 blueprints. I right clicked on one, then clicked...
    16. Panpiper

      Zero mass, cosmetic hull

      Hull cladding and aesthetics are actively discouraged by the mechanics of the game, at least as regards to small ships. There are serious mass penalties in the mechanics, most especially if you want to use cloaking. The end result is that there is a strong encouragement to use little to no such...
    17. Panpiper

      Punch/Pierce rules discrepancy?

      Calbiri's posted chart of primary, secondary and tertiary weapon linkages specifies that the primary effect of punch as a passive defense is to reduce damage to blocks, whereas in the Wiki, it states that punch provides protection from armor piercing projectiles. Calbiri's chart states that...
    18. Panpiper

      Dream Boat - Slug Boat, the Need for Attitude Thrusters

      So I finally ventured out of my safety zone where I had always built only tiny, stealthy ships. I had worked up the resources to build a ship that would not be intimidated by a few pesky pirates. I have spent two days building my marvel, a beautiful piece of engineering (in my eyes anyway)...
    19. Panpiper

      Effective Pirate Base Elimination

      Well, the server I've been busy on the last couple of days is down, so I went back to an older game (a whole two days older) that I had largely abandoned. The warship I had been building there so as to take out a pirate base which was way to close to my homebase, had a firing mishap with it's...
    20. Panpiper

      Reorienting docking facing?

      So I'm building what is finally a major, general purpose ship, even including the 'roleplaying' features I usually avoid due to it being mass intensive to no functional end (up till now, everything I've built except for one dedicated fighter/bomber has been permacloaked). This ship is not...