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    1. Nebulon-B_Frigate_FTW

      A possible alternative stabilizer mechanic, using an existing algorithm.

      It's better than current stabilizers, but that's a low bar. I'd rather dimensions not directly be restrictive on what you can put in a ship. This also does nothing against the problem of ships being mostly just systems, we'd still see spaghetti (but it'd have a crass in the middle).
    2. Nebulon-B_Frigate_FTW

      A Solution To Flying Spaghetti Monsters

      That's client lag, not server lag. Both are a problem, but I think that server lag is a bigger one right now and reducing the amount of blocks is thus more important than having ships be mostly solid chunks with no gaps. I don't think we need to force actual interiors (at least not without...
    3. Nebulon-B_Frigate_FTW

      New Power DEV Thread

      I don't think power being exponential was a good way to stop bigger ships from dominating. Ultimately, to make something not the meta, you need to give a combat weakness to it that'll lead to another thing countering it. So, to stop megahuge ships, I think that the answer has to be masses of...
    4. Nebulon-B_Frigate_FTW

      A Solution To Flying Spaghetti Monsters

      Stuffing ships full of systems is a problem because it means a given size of ship will have more blocks, more damage, etc. that lead to lag and designing any ship becomes mostly about stuffing in the required blocks rather than planning out how the systems will work and how the ship will look. A...
    5. Nebulon-B_Frigate_FTW

      Devblog 2017 - 10 - 13

      I've actually seen some people who are just "Why do you keep changing it after all these years??!!!". For my own position, I'd like to note that I was not satisfied with the old system either. I agree with the stated goals of the system, to prevent filling ships with systems; I just don't think...
    6. Nebulon-B_Frigate_FTW

      Thought experiment/discussion on power 2.0 hull shape

      It's always going to just be a big trapezoid or spaghetti. Spaghetti meta isn't just a problem with the power system, it's a problem with the HP system. Armor being a liability for being hit is ridiculous. But of course, Power 2.0 makes the problem even worse because now you need to put two...
    7. Nebulon-B_Frigate_FTW

      New Power DEV Thread

      This is why, no matter what system comes, I think it has to be linear. Non-linear growth just inherently means that either you need to make ships too big or too numerous (even with docked entities all sharing, it just comes down to spamming corvettes at a certain point because battleships would...
    8. Nebulon-B_Frigate_FTW

      A Solution To Flying Spaghetti Monsters

      To properly address the suggestion: not only do conduits absolutely kill RP builds, they also strongly favor doom cubes and do not solve the problem of stuffing ships full of systems, they only worsen it. I don't think they're worth it just to stop spaghetti monsters. As much as I like having...
    9. Nebulon-B_Frigate_FTW

      A Solution To Flying Spaghetti Monsters

      Missiles exploding when near, and powerful continuous beams (for sweeping) would make it pretty easy to hit them. If such a beam hitting for half a second directly on a system took out that system, then disabling a spaghetti monster would be trivial. It's mostly a matter of making systems very...
    10. Nebulon-B_Frigate_FTW

      A Solution To Flying Spaghetti Monsters

      I think forcing shapes for efficiency in builds is just the wrong way to go, it's too removed from the end goal. Favoring blobs will just make people build doom cubes instead of anything interesting. Conduit thickness will probably just make RP builds nigh impossible and everything will have...
    11. Nebulon-B_Frigate_FTW

      A Solution To Flying Spaghetti Monsters

      I think that, ultimately, we need a reason to protect critical systems behind our armor. And what better reason than to make things not protected by armor vulnerable? I think damage should bleed through to systems that are near (near being relative to ship size) where weapons hit. That way...
    12. Nebulon-B_Frigate_FTW

      New Power DEV Thread

      Hooo boy. I'll spoiler-section up my longwindedness so this post is easier to digest.
    13. Nebulon-B_Frigate_FTW

      StarMade Ship Systems 2.0

      I think as long as offensive systems somewhat outstrip defensive systems, there's an incentive to not waste a ton of resources on a huge ship because it'll just get munched anyways. That said, I think Starmade's weapons systems make make things favor a Star Trek approach (where small ships...
    14. Nebulon-B_Frigate_FTW

      StarMade Ship Systems 2.0

      I'm way late to the party, but I have some concerns: More time spent designing the reactors than, you know, the actual ships they power. Single active reactor limit is arbitrary and leads to a few problems Need to micromanage to switch to backups Having more backups is probably generally good...
    15. Nebulon-B_Frigate_FTW

      Implemented Save player relative to ship upon logout

      I think relative positioning should only happen for players that were in a computer or similar block. For players just standing around, absolute position should be saved. To make it easy to stay on board a ship, there should be a way to sit in beds or chairs (probably with an invisible block...
    16. Nebulon-B_Frigate_FTW

      Ideas to make boarding parties work!

      Pretty sure the devs confirmed that there will be grappling weapons.
    17. Nebulon-B_Frigate_FTW

      Astronaut built-in jetpack, controls like ship, as fast as core.

      I'm pretty sure the effective roll is actually the result of pitch changing the yaw plane. You look up, then change yaw, and you're changing a different yaw than you would if you hadn't looked up first. It's probably intentional, since there's no way to directly roll, but it makes rotations in...
    18. Nebulon-B_Frigate_FTW

      Make salvage module scaling linear (and nerf single blocks)

      Personally, I never liked how you cant have beam outputs adjacent or they count as one group. It's fine for weapons, but it makes salvagers annoying to build, which is part of why single-block groups are thing now. I think salvagers should work like this: Total blocks/sec of salvage scaling...
    19. Nebulon-B_Frigate_FTW

      Astronaut built-in jetpack, controls like ship, as fast as core.

      I'm not sure exactly what goes on with the rotation, but it seems moving the view around causes changes to roll, but I only expect changes to yaw and pitch. Getting in a door I got out of really shouldn't need the ship-alignment feature.
    20. Nebulon-B_Frigate_FTW

      Some Idea for realistic and many thing.

      Yes (already in the game as a server setting unless it was removed recently). Very buggy though, due to Starmade's simplified systems. Meh. Never felt food was that important in a game about ships. Should be optionally enabled if added. Dying when the core is hit is rather dumb, but the system...