Search results

    1. NeonSturm

      FTL Discussion Reboot

      Gate blocks shall become active if the gate receives a ship and the gate should cease to connect to some sender-gate with a negative logic input. Then you can use logic to block that gate while you want to use it from your side. I think you should always be able to cancel FTL It should take...
    2. NeonSturm

      races / terraforming

      Basic (game-)AI programs are simple (I saw some strategy-game AI implementations: SpringRTS.com, Supreme-Commander-FA). You have a bunch of actions, requirements for each action and weight. Weight is divided by the sum of weight of concurrent actions -> that is your probability. Advanced AI...
    3. NeonSturm

      Force Field Block

      These force fields suck damage before the regular shield? Just make a small hull mushroom over the projectors -> >95% of shots will miss. Then you can make a field-projector which projects shields AWAY from your ship, so that there is only a small tunnel through which you can hit the main...
    4. NeonSturm

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

      You only drop below 50% if you lose many hull parts and few vital parts. But then you also lost mass, thus you have similar stats to what you had earlier. Once you lose vital parts, the efficiency for others increases again. Maybe we should have 100% = average and cap at 200% Between 200 and...
    5. NeonSturm

      Factories on ships

      Issues: Make an invisible (now mobile) home base out of open plex-doors. Hide inside and take NO damage. If the attacker is exhausted (no power tank, high-reload weapons on cool-down) you put your little nose with gun-output outside the protected volume and fire. If he his shields are lowered...
    6. NeonSturm

      Force Field Block

      I like the idea, but all these exceptions for missiles... they are the only tracking weapon and would need a huge rebalance. I also like how it encourages bombers. Large ships at huge distances shouldn't be able to hit the force-field block every time. Only downside: it looks like a...
    7. NeonSturm

      Fence

      Something like a grass patch with fence texture :) Something that is cheap to craft and not walk-through, but maybe does not stop weapon shots - would be something unique. I'd like to it letting a huge percentage of damage pass through rather than blocking it and dying instantly. That would...
    8. NeonSturm

      Understanding coordinates

      AFAIK each 16^3 sector cube's borders should be void sectors. Suns are @8 @24 @40 ... If your sector coordinates contain only 8+16*x number, you are inside a sun.
    9. NeonSturm

      races / terraforming

      I would like intelligent life forms to act dependent on experiences. Situation X: (emotionality * life-time) chance of Experience A (rationality * life-time) chance of Experience B (irrationality * life-time) chance of Experience C ... Experience: A: filter...
    10. NeonSturm

      Make small arms penetrate shields

      I want things to penetrate shields if: You pay for ammo dis-integrators, though they could do reduced damage to shielded targets ramming other ships If shields get below 10 or 25% and the weapon relies on constantly dropped shields (hand-gun, power drain) to make damage (with support) more reliable.
    11. NeonSturm

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

      1: The problem is that it encourages doom-boxes over ships that cover their weapons with hull. Thrusters always have plumes if they have 1 free block behind them - not a reliable way to detect if they are completely outside. I think it would limit design choices too much. Devs will never add it...
    12. NeonSturm

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

      IRL, you can't build a space ship out of computers. You need something that separates atmosphere from vacuum. You need something that provides structural integrity - especially if you wanna reach realistic travel velocities. Do you know why nobody built a 1 km long ship IRL? It would break. And...
    13. NeonSturm

      Ultimate Ship Building Process!

      Try to use 15^3 and 7^3. 1 big would then be 2 small and 1 block gap. BTW: is anybody using hexagonal (horizontal 2 axis) boxes?
    14. NeonSturm

      Critical error- RuntimeException: org.schema.schine..........

      Why did you post in general discussion, not in Game Support? I guess this name makes the bug section invisible :) BTW: 32 bit Java has poor performance
    15. NeonSturm

      Combined wedges.

      That is difficult, because each block has it's own ID. with 8 colors all combination of colors would be: n*(n-1). With n=8, 54 newly occupied block IDs. Now imagine -as an extreme example- a request for 3-color pentas: n*(n-1)*(n-2). With n=8, 324 newly occupied block IDs.
    16. NeonSturm

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

      + Agree to 50% more weapon range => 150% total. + Agree to more shield regeneration (it should just not have reduced regeneration after hits - at least not that much) - Disagree to more weapon damage (would buff turrets too much (tracking speed)) I am not sure if I should agree or disagree on...
    17. NeonSturm

      Make small arms penetrate shields

      You can do that with logic: Activate reverse gravity/puse if somebody enters an area without using a password first -> open plex doors on the floor so that you can avoid the area triggers. But you can destroy area triggers: Wall in your core with walls of linked logic. If one block gets...
    18. NeonSturm

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

      5 energy_grid_points (from core) / 100 systems = 5% efficiency - on the low side I already thought about a soft cap. I also want to agree on a soft cap near 100% efficiency, but I haven't thought out something that does not screw up balance decisions such as (make just hull and 1 reactor to get...
    19. NeonSturm

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

      You need 2.5 hardened or 5 hulls for each active block. Active blocks are: power, thrust, weapons, shields, effects... anything you can control from a core. PlexDoors are active, but I would count them like hull. After all it's to prevent doom-cubes of death being stronger than a decorated...
    20. NeonSturm

      Starmade Logic Tutorials

      http://imgur.com/a/4cR1s#0 8 blocks. You have 2 inputs for setting to 0 (bottom) and 1 (top), 1 input for (write->not->read; in the floor) and a 4th input for "mem cell active" These inputs lead to 4 ANDs (2 right: write, 2 left: read, 2 top: set/get 1, 2 bot: set/get 0), 2 ORs and 2 NOTs in...