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    1. aRottenKomquat

      Factory block changeup

      So thinking more about the above, with those basic differences here is how each factory tier can be described. Basic Factory: Uses very little power, but requires a lot of space to scale up and is a bit wasteful of materials. Good for power-constrained scenarios. Standard Factory: Intermediate...
    2. aRottenKomquat

      Warp

      I believe the devs already have ideas for some kind of warp drive separate from existing jump drives for capital ships, but I don't recall much information being available on this.
    3. aRottenKomquat

      Kill Docked Power Entirely

      I think that could work. Make rails/turret axis indestructible as long as the turret still has blocks. However the turret axis can still take damage and lose the ability to turn. Once the turret is completely destroyed, then the turret axis can die. Things will never undock due to damage then.
    4. aRottenKomquat

      Show us your colors!

      Pretty much everything is made of dark grey hull because I'm lazy.
    5. aRottenKomquat

      Factory block changeup

      Just riffing a bit here. I got to wondering: Why do we have three types of factory block? The first thing I do with my Basic Factory is build a Standard Factory. The first thing I do with my Standard Factory is build an Advanced Factory. And then all three go right next to each other and...
    6. aRottenKomquat

      Armor Revamp: Focus on Armor HP over Block Destruction

      I would go so far as to add a minimum damage which is somehow calculated based on mass/armor distribution or something (someone smarter than I can figure that part out:-p). If an attack hits armor and does less damage than that minimum, it does nothing. If it's over the minimum, then it starts...
    7. aRottenKomquat

      Configured Shipyard Core Anchor position with offsets in the Shipyard Computer

      That was my original suggestion, but I changed it when I started wondering how you'd dock an existing ship to the shipyard.
    8. aRottenKomquat

      Configured Shipyard Core Anchor position with offsets in the Shipyard Computer

      Right now it can be tricky to work with some ship designs because of placement of the Shipyard Core Anchor. If it's not positioned just right, especially in smaller shipyards, the design will extend beyond the shipyard's boundaries and won't fit. Then it can be trial-and-error of entering build...
    9. aRottenKomquat

      I'm scared for Starmade

      The developers are nearly running in stealth mode, and have done just enough to build a small community which can help with testing. There's no need for them to go beyond that until the game is in a more complete state. Trying to push and market the game now could result in a lot of negative...
    10. aRottenKomquat

      Is armor too weak?

      How difficult is it to change those values? Like I've mentioned elsewhere around here, I plan to reset my server when the next major update hits and want to tweak some settings such as sector size. These changes sound interesting but I don't recall seeing settings like that in the server.cfg...
    11. aRottenKomquat

      To missile or not to missile

      That would be fairly easy to test. Just need a non-AI-controlled cannon/cannon turret and see if a player is capable of shooting down missiles. Use a nuke missile to make it easier since they're slow.
    12. aRottenKomquat

      To missile or not to missile

      So make the entire surface of the ship out of docked cannon+cannon+Bobby AI modules. Should be able to fit that into a 1 x 1 x something linear turret for near 100% coverage by point defenses. ...Just don't do it on my server. :-p
    13. aRottenKomquat

      Is armor too weak?

      I voted mediocre. I have not done much combat yet, but when taking on pirates it's easier to manage shields than armor. Shields recharge, while lost armor means tearing down and rebuilding the ship.
    14. aRottenKomquat

      Jump Drives and... Stars?: A proposal to expand the effective size of the universe.

      I assume the current small sector size was selected to speed up gameplay simply to make development, testing, and debugging easier. Larger sectors will probably better for gameplay in the final game, but for now it would limit players in ways that make finding issues in the Alpha stage...
    15. aRottenKomquat

      Jump Drives and... Stars?: A proposal to expand the effective size of the universe.

      On further thought, there are some interesting ideas in the OP that could add to the game, but I don't want to see current jump drives go away. The new system looks more limiting and I think jump drives are already limited enough by jump distance and recharge time. I think the OP's idea could...
    16. aRottenKomquat

      Jump Drives and... Stars?: A proposal to expand the effective size of the universe.

      Lol. So Jump Drives in BattleTech only work between certain positions relative to a star and are very unpredictable if used outside an accepted jump point. They're limited in range to at most 30 light-years per jump, all jumps are star-to-star, and Jump Ships must sit and recharge at a star for...
    17. aRottenKomquat

      Warship Design Philosophy (RP Perspective)

      Yes, a large part of the interior of real warships is composed of a ton of cramped access paths for maintenance and repair work. Like I alluded to earlier (I think it was this thread), Space Engineers designs typically incorporate that because you need to have direct access to blocks to weld or...
    18. aRottenKomquat

      Jump Drives and... Stars?: A proposal to expand the effective size of the universe.

      Sounds very BattleTech-y. Sorry, I don't actually have anything constructive to contribute.
    19. aRottenKomquat

      Thoughts on sector size?

      A common joke in the office is "I hate our code so bad I want to print it all out so I can light it on fire!" If 2k is the default, then I agree that 20k is probably too big. 10k might be a better starting point.
    20. aRottenKomquat

      Recognized Map screen needs a "star radiation sector"

      Tie it into system scans so you have to scan/explore to find the "burn radius."