Question; Does the bypass mechanic have to be random? Cannot it be X% damage mitigated, rest is passed?
Right now Armor is the last ditch effort to mitigate damage from your ship. It is truly the last resort defence, and not really a lot of people use it as a primary defence.
How about letting...
Thanks for posting on this thread.
This is an idea i thought about for quite a long time, and i had some inspirations from FTL. Obviously, FTL mechanics are very different from Starmade mechanics. But come on, contributing to a new mechanic? That is some real challenge going on here. I am IN...
Personally, I think the power bar should prevail. We will no longer see the power pool, but we should be able to see the power regen as a bar.
How else do we know if our reactor got hit?
(maybe a new proposal about this? I dunno)
Overwhelming an enemy's power systems are pretty difficult, unless your ship is much larger than the enemy's.
This causes the EMP to be much harder to use against evenly-sized enemies.
With this mechanic, EMP will be able work against evenly-sized enemies.
EMP effect Ideas for new power system
Hit on shield = decrease shield regen by a moderate amount
Hit on armor = decrease reactor power by a trace amount
Hit on thruster = decrease thruster capability by moderate amount
Hit on weapon = weapon charge delayed by a moderate amount
Hit on...
why don't we make a seclusive, isolated faction near the galactic center?
A single boss would not cut it, so a boss faction?
I think this should not extend more than a dozen star systems. My computer will probably lose it...
What about making these debris un-interactable for a single minute? That will let the debris float through the ship.
This will work for turrets too. We can just let it pass through blocks for a few seconds, and let the debris fly away.
Or, we can just make overlapping blocks to delete each other.
This is actually a good Idea. We can stuff anything that should not be block-wise (logics mainly, but I personally want chambers to go there too) in the pocket dimension. It is much easier to organize things in there too. We do not need to do block updates in that dimension, so I think this idea...
I do understand that, as long as the armor is not linearly scaled by ship size, this idea will continue to be unbalanced.
(And I understand that I should not have tested this here...)
I do not necessary want having crew in every one of my ships, but I do want somebody inhabiting my station.
In a game called FTL, we can sometimes pick up crew and place them in your ship. I guess it will be a good idea to hire them in a trader station or find them at a crash site.
I do want...
Putting it on secondary systems may cause a myriad of problems. First, the Missile-cannon uses the missile projectile as its bullet. It has no penetration capabilities.
Second, my system allows you to determine the penetration damage by the % of modules placed. If you try to do that with a...
Remember the post I did about explosive rework? I played around it with excel and found out that the large ships can't defend themselves enough with armor. They are just too large and the armor is weak...
Any tweaking will make explosive very hard to use against smaller ships... Armor problems...
I may have caused some misunderstanding. The penetration damage and explosion damage is going to be calculated separately.
I should have told you that this is the explosion damage I am talking about, not penetration damage.
The penetration will not be affected by that 95% thing I talked about...
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