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    1. TheOmega

      StarMade Dev Blog 17 November 2017

      Yeah, but if you cover an entire large ship with them, the shields are going to be useless because they have no HP, etc. etc.
    2. TheOmega

      Devblog 2017 - 09 - 21

      More like people who want to build ships a certain way will build them that way regardless. Why is this even a problem? Side note: turning should be more mass-based than dimension based anyway. I really don't think power gen is going to be as big of a problem as you are all making it out to be.
    3. TheOmega

      Devblog 2017 - 09 - 21

      And this is where you are wrong, as well as many of your other points. Oh wait, this is your only point. This is far from the best way to make a combat effective ship, because how can an unmoving object participate in combat? Turrets! And turrets don't fully share shields (I think, I haven't...
    4. TheOmega

      Devblog 2017 - 09 - 21

      And now your ship cannot turn.
    5. TheOmega

      Devblog 2017 - 09 - 21

      Reducing inefficiency means bringing a system to 100% efficiency, increasing efficiency means raising it above 100%. They are completely opposite. The convex hull shape is included in where you can build your stabilizers. The least efficient efficient design is a super long ship with reactors...
    6. TheOmega

      Devblog 2017 - 09 - 21

      Based on reactor size and shape. Minimum maximum*. Stabilizers reduce inefficiency, not increase efficiency. No caps in this system, all power scales directly linearly. It won't, it will scale linearly. Not really any limits because linear scaling.
    7. TheOmega

      Devblog 2017 - 09 - 21

      Hey, if you don't think this is complicated enough, maybe you are missing the point. BTW the point is (probably) to make reactors smaller and less complicated. ALSO the game doesn't necessarily need to make sense, it just needs to be relatively balanced. Just because reactors COULD power...
    8. TheOmega

      StarMade Ship Systems 2.0

      I thought about that, and it isn't a bad idea. Why don't we do this now with mass enhancers? A stationary platform with its own enhancers is much more efficient than stacking them all on the main ship. Why do we even need mass enhancers? Get rid of them and make turn and travel speed based...
    9. TheOmega

      StarMade Ship Systems 2.0

      Yeah, there could be so many exploits with having entities docked use their own reactors. I believe I have a solution, but I probably don't. What if only the entities docked to turret axes had their reactors disabled? That would allow drones that are actually drones and docked ships to have...
    10. TheOmega

      StarMade Ship Systems 2.0

      The point is you need to defend your only active reactor. You can have multiple, just only one can be active. As for design diversity, there is no set shape a reactor needs to be, so you can fit it nearly anywhere, as well as stabilizers. If you want a tanky ship, use armor and shields, and...
    11. TheOmega

      StarMade Ship Systems 2.0

      Everyone not in favor of one reactor is worried about how they are going to power everything on their absurdly large ship. The reactors are probably going to generate much more power than the current system, therefore needing a smaller reactor. They might produce just enough power to power a...
    12. TheOmega

      StarMade Ship Systems 2.0

      And? Every block should have a noticeable impact on your design choices. This references the chamber system. Not being forced to build a specific shape is pretty creative if you ask me. The system should be logical in its setup and use, like more blocks = more power in a predictable...
    13. TheOmega

      StarMade Ship Systems 2.0

      Guys, guys, guys. The "forced empty space" isn't actually empty. It just reduces efficiency for just reactors and stabilizers. Having the majority of a ship empty is a horrible concept, and not what is intended by this system.
    14. TheOmega

      StarMade Ship Systems 2.0

      It never tried to.
    15. TheOmega

      StarMade Ship Systems 2.0

      It's only empty space if it needs to be empty. They specifically mentioned somewhere that you could easily fit systems between reactors and stabilizers, and only those two blocks affect each other. You could fill an entire ship with whatever as long as the reactor can support it. Heck, you don't...
    16. TheOmega

      StarMade Ship Systems 2.0

      The problem is having reactors produce TP. If you were to link TP to the ship entity (including docked entities), but still require it to be linked to a reactor, it would allow multiple reactors to function. However, having multiple reactors with equal efficiency leads to overgeneralization...
    17. TheOmega

      StarMade Ship Systems 2.0

      I think what we really need is a mock up example in game as to how it would work, or a live QnA or something. So many people are confused about how everything is supposed to work.
    18. TheOmega

      StarMade Ship Systems 2.0

      There should be some way of having multiple reactors, like one per two orders of magnitude of the mass of all systems minus reactors, so a ship with 0-99 mass would have 1 reactor, 100-9999 would have 2, etc. Just some way, just in case.
    19. TheOmega

      Trinova Technologies: Join Today! (NFD-Trident Industries merger)

      Him, and that depends. I'll see if I can shoot him real quick.
    20. TheOmega

      Ask Deb stuff and things.

      Whats your favorite rainbow?