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    1. NeonSturm

      A Manifesto on the Relationship Between Fighters, Titans and AI

      That would not really be problem. Players which try to get to the core risk to get shoot down again and again losing more and more credits just to sit in a 0 hp core. Better try to split weapon arrays into two (=power penalty for more arrays in one computer) and kill power, power tanks and...
    2. NeonSturm

      Punch-through & Missiles

      This system is not fully fleshed-out.
    3. NeonSturm

      races / terraforming

      We assume that they need some limb to grab something - at least 3 or 4 usable fingers, tentacles or arms to make them be able to built their first tools. But maybe they dominate the mind of other creatures on their planet -animals- like in Avatar (the movie with planet Pandora) or form a...
    4. NeonSturm

      Essential changes: Weapons, Hitpoints, Ship Design, Movement, Power, Shields, Turrets, Stealth

      You can do that. Check your blockBehaviourConfig.xml <ShieldDirectRecoveryTime>60</ShieldDirectRecoveryTime> <!-- this time is set to the value gives after each hit sustained. In direct recovery, <ShieldRecoveryMultPerPercent> is applied. Otherwise it's running on full...
    5. NeonSturm

      1 hull|hardened = 100% efficiency for 0.2|0.4 systems.

      If you buy a blueprint with blocks, you have to pay each block and weapon arrays count block numbers too => counters for blocks per type are already there. Count hulls and add 0.2 points to energy_grid_points for each hull, 0.4 for each hardened hull. Plex's Doors and Glass count 0.2 or 0.3...
    6. NeonSturm

      Starfield in thruster plume

      Some funny admin changed the projectile velocity for hand guns to something below astronaut move speed. I noticed a star-field in the laser beam too - and that the gfx precedes the impact point.
    7. NeonSturm

      Rounded Shield

      That may work by replacing block IDs from hull to force field and limit shields to this this block type, or except some types of hull from being shielded. But it might also screw up ion-weapon balance. I like it -partially- as it could give hull a purpose (subtracting damage to keep shield...
    8. NeonSturm

      Star System Types, Barren Planets, and Asteroids: Ideas for an Expanded Starmade Universe

      One problem is that asteroids and planets don't have wedges and corners jet. The other that your ship is really huge compared to asteroids. But if planet and asteroid blocks were magically 2-4 times as big, why would the not give 8 or 64 times the resources? :)
    9. NeonSturm

      Rounded Shield

      I guess there you got your reason for lag :p 1 rotation just once, 1 translation + 1 scaling for each group... Thinking about it... maybe turrets+docked ships would cause similar issues (if they wouldn't just count toward the main ships shields... Maybe we can write that down elsewhere (FAQ...
    10. NeonSturm

      Weapon Stats / Math

      I thought they have a lower consumption per shot for this? I am still curious if slaves or effects or both increase the number of blocks in the array counted for the base damage multiplier and if/how they use the array count penalty. BTW: I didn't found this penalty setting for beams and got an...
    11. NeonSturm

      Charon 2.0 - A WIP super titan [Update 5 : new medium turret]

      AFAIK Dis-Integrators don't chain or damage your ship if they are killed. Collision activates them dealing damage on the activator (enemy ship). Logic blocks activate them dealing damage on the activator (your ship). This even leads to multi-explosions of the same Dis-I block on collisions...
    12. NeonSturm

      Its possible to half voxels?

      or you have 8x blocks in same space but they all share the same other 2 bytes. Some blocks will be 2x2x2 and use the small blocks for more HP (for the whole), others behave always like a big full block and use the byte for orientation, activation, 2 bit for hp. others use 8 bit for logic and...
    13. NeonSturm

      Its possible to half voxels?

      Well, that was why my thread suggests some blocks with micro blocks (which are additionally HP-enhancers of the macro-block), other blocks with up to 8 injected functions and logic blocks which work with bytes rather than bits. I hope all-together is enough of an advantage to consider a change...
    14. NeonSturm

      Its possible to half voxels?

      it would increase memory by a factor of 8. Except you sacrifice something - like forcing all "sub-blocks" to have the same ID and shared HP, ... http://starmadedock.net/threads/1-byte-for-8-sub-blocks-shape-and-byte-logic.2395/ Or are you talking about something like in Space Engineers where...
    15. NeonSturm

      New crafting system discussion

      True, but keeping names similar makes it easier to remember components. I am fine with both, but would appreciate something that makes sense with an appendix which let you guess what is needed to craft it (without looking up recipes first). If it does not get too long. I made a suggestion...
    16. NeonSturm

      Player trade system

      I never played it.
    17. NeonSturm

      1 byte for 8 sub-blocks (shape) and byte-logic

      We need 6 (primary side of a block) * 5 (secondary side) = 30 options = 5 bits for orientation. If blocks need either activation or orientation, but not both, we have a 6th bit. And we get 2-3 bits from hp (on average 4 sub-blocks = 2*2 = 2 bits. 8 sub blocks: 2*2*2 = 3 bits). So we can get 8...
    18. NeonSturm

      Rounded Shield

      Just to clarify for all post-bubble-shield players: It was not just a scaled & rotated sphere around x1,y1,z1 to x2y2z2 of your ship's box?
    19. NeonSturm

      Logic discussion thread.

      Do you use free-floating ships in stations? I tried this on a ship, but it broke every time I moved the master ship by leaving build mode. I guess there are a lot of collision checks and lag :)