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    1. Valiant70

      Heat/Cooling as an alternative to stabilizers and reactor HP

      I've reworded that part accordingly. Some folks won't be crazy about it, but it does serve a very real balancing purpose. The ability to retain some function when the conduits are damaged serves both as a compromise and as a quality-of-life improvement. I was referring to cooling, not...
    2. Valiant70

      Heat/Cooling as an alternative to stabilizers and reactor HP

      This inspired me to come up with an entirely new and rather interesting mechanic for reactors. I put this in bullet point format to make it quick and easy to read. It would be a heavy read in paragraph form. Replacement for stabilizer mechanic: Reactors generate heat depending on how much...
    3. Valiant70

      Discussion - Removing, Improving, or Finding Alternatives to Stabilizers

      So performance spreads them out, and defense keeps them close. That could work. I'm working on a suggestion for a whole new heat / ship health system based on this. Give me a few minutes and I'll post a link. Heat/Cooling as an Alternative to Stabilizers and Reactor HP
    4. Valiant70

      Discussion - Removing, Improving, or Finding Alternatives to Stabilizers

      Some ideas to help reduce penalties to interiors and to prevent players from treating systems like expanding foam: Block Mass Changes (helps with system stuffing) The Merits of Small, Cuboid Exclusion zones around systems
    5. Valiant70

      The Merits of Small, Cuboid Exclusion zones around systems

      By small, I'm talking no blocks for fighters, one block for small ships and a gradual increase up to a few blocks for gargantuan ships. This also assumes that stabilizers in their current incarnation no longer exist. This is another measure to reduce system stuffing, which doesn't encourage...
    6. Valiant70

      Block Mass Changes (helps with system stuffing)

      If someone wanted to mod it, yes. You’d have to make thrusters stronger too, though.
    7. Valiant70

      Remove Stabilizers

      That's exactly what "reactor in back, stabilizers in front" is. The Most Effective Tactic Available. Putting the systems in the middle or at the ends is up to the designer.
    8. Valiant70

      Block Mass Changes (helps with system stuffing)

      Systems should be much heavier than hull and armor. As in, system blocks should be at least as heavy as advanced armor. Why? This stems from the reason system stuffing happened to begin with. Exterior blocks other than hull are fairly heavy, and hull has no defensive value except for providing...
    9. Valiant70

      Remove Stabilizers

      Dumbbells came first. Spaghetti took the spotlight when it was discovered because it's even more overpowered. Spaghetti was nerfed by structural integrity, but probably not enough. You can still do 2x2 strands. The new shields were supposed to nerf island builds by requiring them to have...
    10. Valiant70

      Remove Stabilizers

      Stabilizers completely failed to do what they were meant to do. Take them out and try something else.
    11. Valiant70

      Remove firing arcs. Add targeting enhancements.

      Hey, at least it's still covered by shields, right?
    12. Valiant70

      Additive Stabilizer Distance - The Simple Solution

      My hope is that if the numbers are right, the stabilizer tweaks will encourage more interesting shapes with protrusions on them, rather than leaving a large brick as the optimal shape (maximizing system volume per armor required to cover it), while at the same time leaving the bulky shapes...
    13. Valiant70

      Remove firing arcs. Add targeting enhancements.

      I think it might actually be possible to put the gun on a swivel and still have it look like a normal cannon. It'll just be limited in how far it can swivel. Whether this is feasible or not depends on how much you want your gun to swivel. Unfortunately you're probably still going to be stuck...
    14. Valiant70

      Additive Stabilizer Distance - The Simple Solution

      Let's theorize for a moment what a system without stabilizers would look like, compared to one with stabilizers tweaked as this thread suggests. Spaghetti, dumbbells, chandeliers, etc. go away. - good for everyone Nacelles, rings, and other protrustions tend to pose a disadvantage (lower...
    15. Valiant70

      Remove firing arcs. Add targeting enhancements.

      Aim assist should only kick in when the target is too far away to hit manually. Aim-assist compensates for the few degrees of lost precision. This is a tried-and-true model I've seen used in at least two different games, and it's more enjoyable to use than Starmade's strange control scheme...
    16. Valiant70

      Prerelease v0.200.250

      That's not exactly a correct representation of the conclusion we finally came up with on that thread. I'll come back and explain it better if I get around to it. In the mean time, feel free to look over my posts on that thread.
    17. Valiant70

      Prerelease v0.200.250

      That is true. I've pretty much always done my reactors and hull at the same time, then filled in other systems. With the new system, I'll end up doing all the systems while working on the ship's outline, then adding hull afterward. As a rule of thumb, I've found that ships need around 10-30% by...
    18. Valiant70

      Remove firing arcs. Add targeting enhancements.

      Engineering a large turret shouldn't be easy, and should require the ship to be designed around it just as many ships are designed around a giant mounted gun battery now. Your alternative is building several moderately sized turrets, which is equally challenging but can arguably be more stylish...
    19. Valiant70

      An Update To Minefields

      Perhaps having too many mines in one place would cause some of the mines to mistake large groups of mines for a ship and launch themselves at it. Think about it - the sensors you'd put on a disposable munition like that (that might not ever go off) are going to be pretty cheap and simple. They'd...
    20. Valiant70

      Highmaps and building sites for planets

      I thought you were talking about using a heightmap instead of voxels. Your Post is kinda unclear.