With the old system, I've built a 123x7y7z 1kk reactor (would yield less now), but it was really hard to dock and created heavy lags if you accidentally undock or the dock gets killed.
You also have to count in the enhancer blocks, but enhancers (40-100 mass) and power tanks (about 140-150...
It is not bad, but not very interesting either.
Everything repeats over and over again. The connections (hallways) could be more interesting in 3D.
I guess you will get more likes once you add color, 2 interior rooms and some details...
Equip 2 missile computers left and right from your core.
Have explosive effect computer also relatively close but not right next to the core (you may select it with your core accidentally)
Zoom with build mode behind the core and computer wall.
Configure M1 : M2, E -> fire, change to build mode...
Maybe the display block if the text is starting with a html-code tag? :)
I like Java because it is easy to distribute, but I am a real fan of: http://learnyouahaskell.com/ - a statistical language (a lot faster than Java too and in some applications too).
But I think implementing XOR as "==1"...
As I sad: you have 45% efficiency.
6k reactors to get 1'000'000 energy per second, 3k for supply beams, 150 mass for tanks (they rapidly exponentially increase capacity at this point, thus why 130 are too few).
As long as it happens in a sane way...
2/1 radius, 1/4 damage is realistic
2/1 radius 1/8 damage may be better for balance (especially with punch-through).
So I would vote for either:
multiplier = Math.floor( count^(1/8) )
multiplier = Math.floor( count^(1/16) )
with multiplier affecting both...
You need power supply beams in your reactor.
You get about 45% efficiency for block count: 150 power tanks (vs lag spikes), about 6k reactors (to reach 1kk regen), 3k power supply beams (each one works for 2.5 .. 3 reactors, but instead of every second they may fire only every 1.5 seconds due...
Did you consider that admins can change thrust per block and how it scales with block count?
I don't vote because I don't play on NASS, but I like the defaults you choose as some shared ship blueprints will be built for that speed :)
That is bad.
At least for AI.
Maybe it works with logic or bobby :)
My math hates your argument ;)
BTW: I tried armour once and it remained active while I was outside shooting at it.
Maybe it changed in the dev?
:DNewbies will hate you!1/5
:D:DRole-Players will hate you too! 2/5
:D:D:D"Old-PC users" will hate you again! 3/5
:D:D:D:DBalance will hate you! 4/5
:D:D:D:D:DDo you really want to complete this ship? 5/5
I had a similar but not equal bugged behaviour some versions ago.
Pirate station turrets shoot at a jammed ship, but not a cloaked.
Once you cloak, you clear their target and they won't shoot you while remaining jammed.
But once you shoot them, they shoot you, though you are jammed.
They...
But it would also mean 1 more block ID forever (it will be even harder to re-do balance later).
And also it would mean that anti-personal turrets require 1 docking block + a few reducers for how many: 3^3 blocks?
Before we do that, please add a new docking block with default = 3^3 and just keep...
We are already able to create concrete through which you can see shadows of a person.
Scientists guess that some meta-materials are able to bend light around them.
I don't think it is impossible, just expensive to mass-fabricate.
Some scientists today try to build nano machines which can...
I want to throw in a new part to consider:
If you dock hull plates with a few layers 50%-armour hull and beneath punch-through effect modules (provide armour) + maybe reactors, your enemy needs to use first non-ion, non-punch-through, non-emp and then his ion/emp to get your shields/power down...
I would suggest merging turret + ship and make it a turret if:
the core is at the very bottom
it has at least one weapon computer with weapons
Make the default being 3^3, but the first enhancer increases it to 7^3 (or is it 9^3?) as currently.
That will preserve compatibility to most of our...
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