Both should be exactly equal in function. One should be inferior in appearance simply because no one wanted to decorate it, and that is fine. There is no penalty for lack of decoration.
You're definitely right about that. That's why we should move from a purely block-based system to a system of...
Quite right. The hope is to make the required design choices more pleasant and less frustrating.
I believe this is referring to the very-high-end, very-end-game aspects of starmade. Ships composed of millions of blocks are underwhelmingly complex for their size and are full of large masses of...
The thing that crew will not do is make ship internals less tedious. Moving smaller pieces of machinery around to accommodate bounding boxes is less tedious than squashing everything into a solid, nigh-incomprehensible mass. I find the idea of the new system more appealing, and think it would be...
I can't find the post now, but it was stated that the penalties are severe enough that empty space is more efficient.
Regardless of the purpose of a ship, removing 25% of its shield capacity makes it less capable. The only reason this is currently LESS of an issue (it is still an issue) against...
There are such severe penalties for placing systems within that space that it is more efficient to leave it empty if you're minmaxing.
Right now, adding rooms downgrades the ship. In the new system, putting nothing in that space doesn't hurt the ship. It's an upgrade.
Again, this downgrades...
That design will still be more viable under the new system. As a matter of fact it will receive a MASSIVE buff. The systems can be smaller and still be effective, so you can fit what you need into the small system spaces and still have a reasonably viable ship.
The new system has gaps that cannot be stuffed with shield capacitators. You can fill them with interiors, or leave them blank.
Gains:
Room to see what's going on
Room to add decorations around systems or even on the systems themselves
Don't have to remove other systems' blocks to modify a...
With the current system, I need to fill in all the gaps. That can't be changed without a new system.
This kind of garbage should not be required to make PVP viable. There should not and need not be a divide between PVP viable ships and ships with aesthetic value. The new system can do both...
It is also an issue with the ships. If I want to modify my weapons, I have to remove the blocks around them. I can't NOT have those blocks because it makes my ship weaker. The same for power, only more so because my entire ship MUST be riddled with power grids. I can't leave the spaces between...
The new system will be less tedious for function, aesthetics, and for combining them. This is because you don't have solid masses of dissimilar blocks that you have to gut and replace (or visually filter as some have suggested) to change anything. There is absolutely something wrong with all of...
The change should increase choices. Space art can also be functional. Functional ships have more aesthetic flexibility. Currently, functional ships are forced into a few limited possibilities for interior aesthetics.
NOPE. Do not like.
This. So much this.
Even though I'm very aesthetically-minded, I've never been able to bring myself to sacrifice more than a minuscule amount of performance for the sake of aesthetics.
I thought of something earlier:
True, but that wouldn't allow you to have one reactor...
Well then, create multiple power networks instead of just one per ship. Each power network uses the most powerful reactor connected to it. This will still prevent 100 small reactors and limit it to just a few. Hitting a reactor would still be meaningful, but wouldn't cripple the entire ship.
I rather like the idea because it spaces out the machinery.
First I'll tackle the scifi reasoning here. These boxes need to be renamed. Let's go with "magnetic field" for now.
Magnetic fields don't generally harm organics unless they are absurdly strong. They DO mess with sensitive equipment...
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