If I\'m understanding Schema\'s idea right, it\'s this: f(x)=-(2*x/5)+40 where f is the shield recharge percent while in combat and x is the percent of shields remaining. If you want your shield percent remaining for a given time in a battle...well then I\'ll have to break out the differentials...
1-Placing a 10x10x10 cube of blocks (on both sides thanks to symmetry) causes the client to completely freeze for over a second. Note that removal of blocks causes no problems for the same size.
2-Length, Width, and Height stats are all 2 larger than they should be. Cores for example are listed...
...Or we could just dock the flagship to a faction home, since chain docking (your flagship should have turrets if you have any sense about fighters) is coming and anything docked to a faction home is already invulnerable. Outside the home, a flagship shouldn\'t produce any invulnerability...
Might be the same bug with \"docking block in use\". At least with pre-existing ships, *one* turret stays on (the rest are unable to be docked because of that one turret).
Did some testing with my 10-turret, 2-shieldplate ship and it seems that the 3-deep message incorrectly displays when something\'s too big and one turret being on a dock prevents use of any other docks on the ship/structure by anything (docking block in use).
Shotgun ships can have more than one AMC per group, but the key design trait is using a ton of rather small (12 or less usually) groups of AMC in a checkerboarded or double checkerboarded pattern.
Once you get to 12 AMC, range is less of an issue if your thrust is decent since any sniper...
I\'m sure Schema will implement it; it\'s just not at the forefront of his to-do list while shields and AMC get changed. It\'s also bound to be a bit more important now that in the prerelease there\'s recipes to directly change hull into corners/wedges and back (it\'s no longer expensive to go...
You don\'t need a flying barn for ridiculousness with shotgun AMC. Just take a look here at a 9x9x9 cube of death: http://www.youtube.com/watch?v=0SqIDboUPsc
Not requiring a factory block is quite simply a pointless difference with how easy it is to get a factory block.
I think these problems could be solved by just making an automated cubatom system as an alternative with factory blocks to using the recipes. Either have it use the current factory...
It\'s weak, extremely easy to core, a pain to get into, utterly terrible at power efficiency, has shield strength that can be easily beat by your hand weapon (Just lead it to where it gets stuck, manually remove some hull, crawl inside and start shooting. AI ships don\'t count as having pilots...
In general, it would be nice if blocks could be set to protected from removal so that you don\'t accidentally remove them. This would be useful for pretty much everything both in and out of build mode. It would be especially useful though for storage, so storage should have it set on by default...
Really wouldn\'t like having a lot of monsters to fight that get bigger based on ships they eat in there as it would be extremely crowded on any larger server near spawn and the dæmons would just get ridiculous.
Monsters should be rare, confined to certain areas, or have their spawns affectable...
Changes to shields need to happen alongside changes to weapons (and oh boy do they need changing considering weapons vs. hull effects), otherwise we just end up getting shields balanced for crap weapons and all that work is lost when weapons get balanced to other things and new weapons get added.
I\'d actually love to see exterior forcefields for use as an extra bit of shielding that only covers a part of the ship. Just so long as it\'s reasonably vulnerable and not as powerful as shielding (since then there\'d be too much of a focus on exterior forcefields).
Right now faction homes are invincible because of one simple fact:PvP is ludicrously unbalanced and the only way to not be taken out by random scavengers while offline is to either be invulnerable, too far out to bother with (>100 sectors from spawn, since any yahoo checking their nav menu can...
With a texture pack larger than default, it applies textures as if they were normal size but continues painting them to their full extents. The result is ships are an absolute mess because of all the textures intersecting and reaching out beyond where they\'re supposed to be...
Instead of just "Any" or "Selected Target", it would be nice if turrets could be set to "Enemies" (same as Any, but more clear on what it means), "Retaliate" (fires on anything that hits the ship with at least 100 damage), or "None" and have the Selected Target option be "Target Overrides" as a...
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