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    1. NeonSturm

      Thrust Mechanics Explained

      Maybe require one or many intact loops, but each after the first adds 5% power drain). You can build redundant (2 nacelles) and pay more or build cheap and suffer critical hits. Damaged loops don't contribute to charge capacity and when a loop breaks, you suffer charge = charge * newCap /...
    2. NeonSturm

      Thrust, A different idea

      maybe breaking speed should be 3x or 5x as strong, or you would have to distribute 30% of your forward thrust backward most of the time... not to mention the sides as a fighter :)
    3. NeonSturm

      FTL Feedback

      I agree on FTL should not be usable inside gravity or maybe even not in whole sun/planet sectors.
    4. NeonSturm

      FTL Feedback

      ### BALANCE VS THRUSTERS ### First we have to re-think about how thrusters are balanced. They need to provide >1 G to escape planets (even for RP ships). The speed limit has to be reasonably high to not hit it in a few seconds but 10 seconds or a minute of accelerating (dependent on RP level)...
    5. NeonSturm

      Thrust, A different idea

      I think all ships should have 5% in all directions and additionally 95% dividable. With a bobby onboard you should be able to enable and config automatic breaking with or without other AI features. 3. What happens if blocks get shot off? @BlackEyez I like thruster-pods as long as they share...
    6. NeonSturm

      FTL is here! It's a StarGate!

      dunno. the latest dev download It changed gate power consumption, thus it should have overwritten this too.
    7. NeonSturm

      Capital ship scaling

      But what if some server wants one weapon take more space / has more mass but requiring less power and another requiring more power but less space? I think we should have a default weapon and default slave and weapons slaves inherit from this when they don't define own values. Nothing should set...
    8. NeonSturm

      Capital ship scaling

      I would not do a softcap on damage, but damage PER SECOND on just 4 weapons (double it for slaves) EDIT: A per block basis is good too... per turret? also with numbers of turrets? We have already so many options... especially for blocks in blockConfig.xml (not behaviour) that it is insane...
    9. NeonSturm

      FTL is here! It's a StarGate!

      @takethispie your right I think they should be non-physical by default and only have activation texture (like area trigger modules). Anybody noticed the change to 128 sectors for a gate? (a dev I downloaded between this and last post) <JumpDrive> <BasicValues>...
    10. NeonSturm

      FTL is here! It's a StarGate!

      Anyone checked already if (StarMade/data/blockConfig.xml -> Warp Gate Module set to non-physical (=walk-through) ) still let them work as intended? What happens if you make the Warp Gate computer activatable? :)
    11. NeonSturm

      Telescopes Maybe??

      Maybe, but it would free keyboard controls (you can have green always one,key and jkli or up/left/down/right as second keys for prev, next, higher hierarchy level, lower hierarchy level) but mapping prev=left, next=right is easier to learn = should be default (you can always change / should be...
    12. NeonSturm

      FTL is here! It's a StarGate!

      I am very happy about the updates, just pointing out balance issues before peoples start building their ships upon bad balance. Thrust + FTL need to be non-redundant (long charge time ...) Would like charge being reduced by interdiction stuff, or it would be partially redundant with cool-down...
    13. NeonSturm

      a solution to homebase invincibility

      Yes. Just use display blocks and make them outputting true if the contain content from an slaved display. Infinite loops impossible. Calculations restricted to 140 letters per user input. Lag impossible. There could be display-slaves which compare their whole content to the content of a display...
    14. NeonSturm

      Telescopes Maybe??

      not exactly... you have a combo of two buttons that do not open a menu but trigger an action. WASD QE is for thrust, but TD is for next target, CD net cockpit, TC may be connect to target (communicate with AI interface) while CT would be centre view at target. Ofcourse there could be a menu...
    15. NeonSturm

      a solution to homebase invincibility

      nah, more thought of locking the core room with password-logic and plex-doors below your feet + forced gravity (areas inaccessible without gravity) The prevention against stealing ships should require dis-integrators (blow up if triggered, but not if killed) which trigger when logic blocks in...
    16. NeonSturm

      Shotgun Weapons (Missile Slave) and critical hits.

      Hit the Reactor join with a punch-through = critical hit. I like doing (EXAMPLE numbers!!!) 5 damage, but because (through round-down) you would only do as much as 4 damage, put this 1 damage on next shot. I don't like completely randoom you or your enemy dependent on if your ping is...
    17. NeonSturm

      FTL is here! It's a StarGate!

      @FunnyBunny14 10km sectors are only 30 seconds with 333 speed or 1 minute with 160 5 minutes charge and cool-down time = you only get 3 sectors more with jump, but 5 sectors more with overdrive. Dunno how much speed you can get with the new thrust mechanics and how much space overdrive +...
    18. NeonSturm

      a solution to homebase invincibility

      this issue should be resolved with password (like compare display-block content and return logic-on) or matching-user-name logic. and build blocks only attachable in build mode and acting like a core (not removable) if it is the last one + structures only editable through build mode or owner...
    19. NeonSturm

      Turrets and Shield Drain/Supply Beams?

      Do supply beams only supply what fits into storage/capacity or waste supply?
    20. NeonSturm

      FTL is here! It's a StarGate!

      333 was only used to give better numbers than with 300. 150 with over-drive = 300 But I agree on your warp time argument :)