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    1. Valiant70

      Prerelease v0.200.250

      Stabilizers need to have their mechanics reworked, but I like the purpose for which they were added.
    2. Valiant70

      Prerelease v0.200.250

      The previous forced design choice was "no interior, no nacelles, and for Pete's sake not a single extra point of mass!" New forced design choice is "Put your reactor in one end, your stabilizers in the other, and make that one dimension of your ship as long as possible." Basing stabilizer...
    3. Valiant70

      Prerelease v0.200.250

      The problem may not exist in the hardcore PVP world, but it’s very real and very troublesome for the rest of us.
    4. Valiant70

      Prerelease v0.200.250

      Y'all just gotta deploy a kevlar umbrella from your snout. I thought of that too. The more I think about it though, it seems like the best way to go would be to put stabilizers at the edges of a ship's box dimensions on all sides and calculate the stabilization efficiency based on the overall...
    5. Valiant70

      Remove firing arcs. Add targeting enhancements.

      With the weapon update coming up and manual turret aim already in, I thought it would be a good time to revisit some old ideas about weapon arcs and soforth. Part I: Remove firing arcs. Now that we have manually controllable turrets, let's go ahead and take off the default wide firing arc. If...
    6. Valiant70

      Prerelease v0.200.250

      Did I just not make them long enough in my test? Maybe if we could get missiles to target the reactor specifically when combined with a sufficiently strong recon chamber...
    7. Valiant70

      Prerelease v0.200.250

      Minmaxing still looks rather like a dumbbell. Doesn't work. They can just increase strand size to 2x2. I like the overall way the new systems work. Stabilizers seriously need some work though. The only good shape ends up being long and thin, or a dumbbell if you minmax.
    8. Valiant70

      Balance weapon stats to only require a few system blocks

      Based on all of this, it sounds like weapons need to be both less power-efficient and heavier for their output. I've adjusted my proposal from the OP's given that weapons are currently too powerful. This should fix both issues. I was hoping to get some ballpark numbers from a hardcore PVP...
    9. Valiant70

      New Planet Speculation Thread

      Thread rez! The universe update is coming in the next... few months? Maybe? Anyway let's get some new theories rolling. This is still a distorted cube, sadly. It's unlikely to be used because of the points where only three squares join instead of four. I'm pretty sure that's a hill.
    10. Valiant70

      Balance weapon stats to only require a few system blocks

      Really? It de-optimizes spaghetti ships enough? I'm actually kind of surprised. To fix the islands, we're going to need your idea with the conduits and resistance, or something similar to de-optimize excessively far-away stabilizers. To fix dumbbells, we're going to need my idea with multiple...
    11. Valiant70

      Balance weapon stats to only require a few system blocks

      Have you read the prerelease patch notes yet? If the integrity system actually works as intended (currently skeptical), we can probably get away with something like this more readily. In any case, the weapons don't need to be as small as the OP suggested. A 3x reduction in size would be enough...
    12. Valiant70

      Balance weapon stats to only require a few system blocks

      Weapons in Starmade need to be balanced by power consumption, not size. Oh here's an idea. Guns too big. Shields too weak. Therefore, make guns smaller and weaker by reducing power output. Wait, the power update will probably do that, right?
    13. Valiant70

      Stabilizer Tweaks

      Using an inactive reactor as a stabilizer... that's a cool idea. We still need to deal with the reactors being placed almost exclusively in nose/tail though.
    14. Valiant70

      Giant List of Possible Detailing and/or Decorative Blocks

      Adding that many shapes probably isn't feasible, sadly. Wedges might work though. Thin 45 degree wedges for handrails and such, and wedges with shallower slopes for smoothing out sloped faces on some hulls.
    15. Valiant70

      Stabilizer Tweaks

      Alternative mechanic: 1. The more stabilizers you have, up six, the closer they can be to the reactor. 2. The closer each stabilizer is to others, the less it reduces minimum distance. Here's a few examples of what that should do: If you place two stabilizers right next to each other, there's...
    16. Valiant70

      Stabilizer Tweaks

      You could possibly get a pair in the front and back of the secondary hull if they didn't have to be too large. It would be desirable to also have a pair in the nacelles though, so how can we get the game to recognize that as an acceptable pair? Maybe just the fact that they're across the...
    17. Valiant70

      A Solution To Flying Spaghetti Monsters

      That sounds... weird. We don't think of reactors as being a plane or stick, but some kind of geometric figure like a sphere, cylinder, or torus. I like that. It eviscerates anything that requires kilometer-long conduits. However, that doesn't do anything about systems that don't need conduits...
    18. Valiant70

      Stabilizer Tweaks

      Currently, the most effective way of maximizing power in a long ship is to put the reactor in one end and stabilizers in the other. I'd like to at least see the reactor placed in the center of the ship, or closer to it. In order to do that, I think there should be multiple stabilizers, up to...
    19. Valiant70

      A Solution To Flying Spaghetti Monsters

      All we need, ultimately, is to make a moderate density (between 30% and 70% of internal space) optimal. Making it optimal will draw the PVP meta to that ideal density. Now how the heck do we do that? Power 2.0 mistakenly favored low density, which players inevitably took to the extreme. I...
    20. Valiant70

      Use the GPU

      Fascinating... Thanks for taking the time to explain all of this. This is stuff I and others have wanted to know for a long time. So it sounds like the main reason Starmade’s graphics don’t perform on par with some other games is that it isn’t optimized to new cards yet, right? And that makes...