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      Shield vs Hull... Or?

      honestly as a beginner game dev i'd have to agree. I've already done some open world prototypes and i admit that there's a lot of hard work that goes into managing big open worlds both to servers and standalone games. Take the extra 1 or 2 bytes and multiply it by total blocks. which could...
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      Shield vs Hull... Or?

      then i suppose that this would make smaller ships just pure fodder. Well at least this sounds a lot better then what's used now. they could up the datatype of health and armor on blocks but i know why it's important to avoid that. It would cause smaller servers with less ram to have problems...
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      Shield vs Hull... Or?

      Then perhaps lower the attack value of weapons systems as well as shield values? But in a way that shields are still effective but require a good charge to keep up. And if you up the recharge on shields just a little bit then i'd imagine that defense would be very interesting as you would more...
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      Shield vs Hull... Or?

      Good points. Honestly i've always thought of smaller ships as bot controled flairs that are pesky in groups. But i can still understand what you mean. How about instead of increasing shields more then they are just use the formula but make it so that advanced hulls represent the max (what...
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      Shield vs Hull... Or?

      I apologize for adding a suggestion to this seemingly over bloated section of the forums but i really think the idea should be put out there(even if it's not accepted). But please feel free to reply with your own tweak/overhaul or criticisms toward this idea. I've been wondering; like many...