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    1. MrFURB

      Selecting the Ideal System for a Faction Base

      I look for three things in a home system. First, a good spread of asteroid orbits. Not having to jump between systems cuts a bit of time off of mining trips, so look for one which has more than one asteroid orbit. The ideal one has one smallish medium and one largish medium asteroid ring which...
    2. MrFURB

      Power drain beam issues....

      Is your small test ship also equipped with it's own power generation? The power drain beam does require a small (25/module/tick) amount of power to start up before it drains 100/tick and gives you 75/tick back.
    3. MrFURB

      Is individual block HP pointless?

      Ah, so you're saying that the block data doesn't have keep track of what amount of damage is needed to destroy a block. Instead one could plug the block ID into the formula that interprets that into whether the block is destroyed or has a % chance to be destroyed. Well, I don't see any major...
    4. MrFURB

      Dev Blog : December 6th

      Are you 100% sure they actually mined things and had stuff in their cargo hold? According to patch notes they and the sector they are in both have to be loaded (within view range of a player) in order to mine. I doubt Schema would have added unloaded fleet mining without anyone knowing, but if...
    5. MrFURB

      Armor Revamp: Focus on Armor HP over Block Destruction

      Eeeeeh... Not so much. Those would add armor HP to the pool, but do nothing else. Keep in mind that AHP is not calculated per block, but per entity. A ship with one layer of basic hull and 80,000 open doors would take just over 400,000 damage absorbed into AHP as damage is poured in, then the...
    6. MrFURB

      Armor Revamp: Focus on Armor HP over Block Destruction

      What you describe is possible within the blockbehavior.cfg file. Here is what I found: <ArmorHpDamageThreshold>1.0</ArmorHpDamageThreshold> <!-- absorbedDamageToArmorHP = (ArmorHpDamageThreshold * [armorhp of the block]) * [current ArmorHp Left On Ship]; Note: this is not used as long as...
    7. MrFURB

      To missile or not to missile

      You don't need the cannon projectile to pass through the exact coordinates of the missile. It just have to be near enough to look like it hit.
    8. MrFURB

      Is armor too weak?

      Consider the following my humble opinion. It is harder to get the maximum effectiveness out of armor, but when you do a ship will last a heck of a lot longer in a brawl than shield tanks. There are more variables that go into designing effective armor. An armor block that isn't used in combat...
    9. MrFURB

      To missile or not to missile

      I can confirm that only cannon projectiles are set to damage missile projectiles. I highly doubt that the explosive effect would effect missile projectiles but I haven't done any concrete tests of that yet.
    10. MrFURB

      Advice on a large ship I'm wanting to build

      I'll see what I can help with. Both of those are good choices. Cannon/beam can snipe at brawlers from beyond their range. Their only notable weakness is a lower block destruction rate due to how damage propagates in Starmade. Missile/beam can easily finish off damaged enemies or chunk their...
    11. MrFURB

      Faction balls!

      That sounds neat and I'd love to see it. You'll get people pointing out this'n'that no matter who you paint as the victor or even on a draw, but they'll complain about something anyways.
    12. MrFURB

      strange beam behavior

      Beams are currently bugged due to their non-projectile nature. Normally an attack of sufficient strength will split up it's damage into multiple instances, with the first having the most damage and the last usually only having a single digit of damage. That is how non-explosive weapons destroy...
    13. MrFURB

      Latest Dev Video: Going Back to Strip Mined Systems?

      I recall that there was some mention of the 'richness' of a system affecting the rate of asteroid generation. I'd imagine that would be a multiplier on either how many asteroids generate, or how long it takes for asteroids to respawn. I don't think that finite resources are going to come back...
    14. MrFURB

      Developing Stories for the Frontier

      This is a topic spawned from one of the recent dev streams where they were discussing how to implement premade storylines seamlessly into Starmade's ever-changing universe. In this context story is different from lore; Lore is information on why and how things are the way they are while stories...
    15. MrFURB

      Salvage + Cannon Efficiency Question

      Your system isn't wasteful, really. You can speed up the salvage time with more blocks per group/line if you don't mind the added mass. The only way to really increases your mining efficiency is to ensure that your beams aren't wasted into empty space... Which is hard.
    16. MrFURB

      What choice do I got?

      Most of the choices one makes that effect combat are made long before it ever happens, while building the vessel you are using. Most vessels are designed so that there is one correct way of using them and that they are their most powerful in that one way. Ships don't usually have more weapons...
    17. MrFURB

      Aux Power & Gigantism

      Having some sort of limit to the total mass or number of ships capable of being efficiently controlled by one person would definitely save a ton of performance (moreso after unloaded sector mining becomes a thing, woohoo exponential battleminer growth!) but you would run into issues in...
    18. MrFURB

      Star System renaming?

      Done. My favorite Starmade system name is Betphinionaprae. I may have misspelled that one a bit. I'd love to rename it to something a little less tongue tied.
    19. MrFURB

      Aux Power & Gigantism

      4ce hit the nail on the head there. This is just my own belief, but I imagine that when fleets are easy, intuitive, and capable we will see mixed sizes in fleets and the issue of gigantism will only exist in the case of servers pushing for that style with massive mining multipliers.
    20. MrFURB

      PvP Anti-Player Research

      That's a rather open ended question nulitor due to the huge amount of variables. Raw numbers could put your weapons at a very wide range of effectiveness based on how your weapons are designed and what your opponent(s) bring to the fight. Ideally you will want to be able to overheat a copy of...