Whoa, this was a hell of a thread to read through. After binging it all, a few things stand out in regards to the main issues raised:
Unshielded sacrificial hull would be a lot less useful if, as was suggested earlier, all weapons had the (currently useless due to its debuff) explosive effect...
Banning people for particular ship designs is a dangerous road made of large gray areas. It is best that the game mechanics naturally make it undesirable to make ship designs that are ugly, frustrating to deal with, and incredibly illogical.
I don't think hard caps on size would've accomplished the goals. Interior voids in the ship are only preferable if either there's things that need the voids that help the ship in combat or if the voids have a tactical purpose to not hurt the ship in combat. Without either, it's best to build...
I've yet to have a golden age. This game has always been too bereft of content; nothing outside of building ships is really exciting.
I've played it off and on and I must say the building side of things is finally decent. Too bad it took all these years, and the new power system is trash.
I...
This is an aspect I'd love to test at some point, but it's fairly obvious as a problem and the test builds would be really quite boring as basically just massive guns.
I think the ideal build is one big max alpha weapon (probably a giant supermissile spam specifically) to strip a target's...
I had actually forgotten to make it the correct length until now, was focused on the turret over the mandibles. They definitely have more room for stabilizers, but it's kind of a quirk of this design that it has such large forward protrusions. What is a saucer design supposed to do?
Here's it...
The reactor size I went for generates 2000 e/s (twice that of the Danube, which almost hits its 1000 e/s limit when moving and flying simultaneously). I'm not sure whether it will be enough yet as I haven't yet built the turrets and haven't decided on whether the Falcon needs a shield generator...
I just got finally to the systems stage of building my Millennium Falcon replica. I wanted a bigger reactor than the Danube since it's much larger and will have three weapons systems, so I built bigger than a min-sized reactor. Naturally, the only place I could put decent stabilizers was in the...
New dev build has shields working. Was a hassle to refit the Danube to have a sane amount of shielding; I couldn't put a second group of rechargers in anywhere because even 4 blocks away was too much, so it only has a pitiful 89 shield regen a second (and the Xwing I built has about 100 damage a...
Tested out the new dev build with some 1:1 scale ships. Shields weren't working in the last build, but are now working. I made a Danube-class runabout and an Xwing.
Danube had way too little shielding and I had to cram in a ton more capacitors. At that point, my regen went negative, so I needed...
After making an Xwing (screenshots attached), I shot at it once with the Danube and immediately discovered that shields are currently not working at all (the capacity is known by the UI for placing shield blocks, but when queried, it seems to be using the old shield system). So much for testing...
It's for a very lightly-systemed ship (most Star Trek ships are like 90% living quarters), thus needs little power, but goes over power if moving and charging the jump drive at the same time. There's no area to put in stabilizers because it has a cockpit in the front. Making it more of an actual...
Tried building a fun little ship in the current dev build, a 1:1 scale Danube-class Runabout. Works fine except for jump drive mysteriously not letting me jump.
It has no stabilizers, has the max reactor size before stabilizers come into play. Shield bubble is also pretty damn big from just the...
It's just that there are multiple different reasons for spaghetti meta, so not everybody is going to want to attack it from the same angle; it's certainly not possibly to please all of us, but most up us can be pleased with a few steps taken to reduce spaghetti effectiveness. Shield bubbles are...
Carrots and sticks both have their place in design, even though carrots naturally feel better than sticks.
I think that the best carrots and sticks are ones that have a "natural" as opposed to "artificial" in-universe reasoning, that is they work by giving you another thing to use (like a bubble...
Regarding shield bubbles, I don't think it will be enough. Spaghetti monsters are the meta because:
Weapons greatly outpace defenses
Sweeping weapons don't work properly
There are no area-denial weapons
The few hits that land don't matter much
As long as these factors overall are sufficiently...
Spaghetti monsters are a consequence of balancing around mass. They are, by being just systems, the most optimal builds for a given mass when dimensions either don't matter or need to be big. Having an aspect of dimensions to balancing as well as mass is a way to favor different densities...
This is similar to how I feel about it: the new system isn't absolutely horrid, it just doesn't really deal with all the stated goals. The goal that it comes close to fulfilling is to have a ship of a given size be limited in what capability you can fit in it. It's really only defeated because...
Tl;dr: Damage bleeds through to nearby systems at a distance scaling with ship mass and dimensions, so you can individually target engines or reactors or whatnot. You take out a ship by taking out its systems, not by taking out some abstract shipwide HP. This gives a reason to have layers of...
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