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    1. J

      Ultimate Power Regeneration techniques ^ examples

      How many separate groups are there in that? All the winding makes it not entirely possible for me to count. Not meaning to detract or suggest it's better my methodology is better, I'd like to state my method. Usually I create a series of beams along the length of the ship at the same height...
    2. J

      Thrust Mechanics Explained

      There has been plenty of discussion of thrust mechanics, it's just been buried under the enthusiasm surrounding FTL, for better or worse. Regarding logic surrounding thrust, the current and planned systems IMHO make no less sense than power structures which require no connection to storage and...
    3. J

      Questions about System setups and logic

      One thing about that video, it focuses on limiting the generator setup to a 5^3 area. Expanding beyond that gives the potential for far greater efficiencies. Overall the system is pretty simple though. Essentially you get a bonus for the dimensions of any group of connected blocks, so the best...
    4. J

      Thrust Mechanics Explained

      Just have the tug itself be able to dock to the ship and drag it along when the capital enters Hyperdrive. It does limit what you can do with a section of the ship exterior since the tug will need to be not much under half of the dimensions of the ship in any direction, but seems like it should...
    5. J

      Exploit? Rendering a feature useless?

      Dunno how that's really an exploit or renders anything useless. Pulse weapons need greater power capacity than their alternate combos. Ensuring that capacity, which you will want to ensure power outages don't drop the jammer, seems like it would inflate the ship without adding too much more...
    6. J

      Exploit? Rendering a feature useless?

      Pardon my ignorance, but what feature is being rendered useless?
    7. J

      Thrust Mechanics Explained

      My list wasn't meant to be all inclusive so much as contain the basic elements most sci-fi uses for FTL, but the basic point is there. I definitely agree about balance making or breaking the element in terms of interest. This is one area where I would prefer realism take a back seat to balance...
    8. J

      Thrust Mechanics Explained

      It's similar to eve, but not quite the same. Capital ships can use both onboard FTL methods there but not gates and subcaps can only use what is effectively hyperdrive onboard without the steering here, the proposed capital system. Then again, FTL concepts in scifi as a whole typically breaks...
    9. J

      Thoughts on the IMO OP salvage (master) - cannon (slave)

      Leaving the breakdown aside, it's the miniaturization that helps battleships in this case, not anything related to power. Yes, the bigger the ship, the more power it needs to move, fire weapons and run any onboard utilities, but when salvaging it needs to do a fraction of this and will always...
    10. J

      Balancing

      I'm going to give the benefit of doubt here and assume you didn't look too hard at this one. It's mostly a hollow WIP shell. Furthermore it's pretty thin in some areas and has MASSIVE amounts of unclaimed internal space. Hull thickness is also wildly inconsistent suggesting in some cases solid...
    11. J

      Thrust Mechanics Explained

      Eh, the concepts don't feel the same. A warp drive and hyperdrive may be synonymous, and a transwarp drive a faster warp drive, but all the above aren't jump drives. The first 3 are fast movement, the last is teleportation. I don't really share the feeling of being more mature either I know this...
    12. J

      Balancing

      The reason I suggested removing decos from functional ship components is that including them still means that you have resource competition between ship components and decoration. And the more I think about an even remotely scalable number the more it becomes apparent. 10% non-hull is ridiculous...
    13. J

      Thrust Mechanics Explained

      Hearing these details makes me very happy for certain other on the way aspects.
    14. J

      Thrust Mechanics Explained

      Your balance points seem interesting. Though I have a bone to pick with your fighter balance. It's good for bombing runs but terrible for trying to maintain position near an unweaponized point or turret coverage weak spot while keeping your guns pointed at them since they can likely backpedal...
    15. J

      Thrust Mechanics Explained

      My original post was mostly in hopes of clarification, but I think the latter best suits smaller ships being able to fully use their agility advantages better so I'm more in favor of that. Also having a low thrust:mass already caps max speed so if thrust is being split I would think I should be...
    16. J

      Balancing

      Yeah, that was what I meant by scaling issues, looking at large ships even I can't imagine most, even RP, are built with 90% hull. Even on RP ships the available proportional systems mass would be likely to increase. Combined with diminishing returns or scaling power like what is being proposed...
    17. J

      Thrust Mechanics Explained

      I never spoke to acceleration, just to the presented mechanics of top speed and how driving it purely by percentages doesn't sound like makes sense. From a speed perspective the very same "1 as effective as 100" you stated still remains true by the reasoning you present. I guess I'm not seeing...
    18. J

      Thrust Mechanics Explained

      So, in trying to understand this it sounds as if there is no way to get 100% movement speed in all directions even with a vastly overprovisioned thrust pool compared to mass. If I make a 6:1 thrust to mass ship I would think I should be able to achieve full speed in all directions with an even...
    19. J

      Thoughts on the IMO OP salvage (master) - cannon (slave)

      I never suggested another system, I simply asked @whiterhino16 why he thought salvage deserved have effective arrays so easily and costlessly miniaturized when other already existing systems can't do the same. Really though, the only reason cannon slave is OP is that it's drawback, reduced...
    20. J

      Thoughts on the IMO OP salvage (master) - cannon (slave)

      A 2:2 ratio is perfectly possible, we just normally call it a 1:1 ratio. The point here is that around weapons there is a progression of increased size bringing more effect and consuming more power, but salvage + cannon breaks this. So my question to you is why salvage should get a borderline...