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      Devblog 2017 - 10 - 13

      I find it a bit strange that Schine hasn't gotten the turrets working yet. It seems that it would be a big part of drawing any real comparisons between the old and new systems. I'm also curious as to how the weapons' aiming got messed up.
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      Devblog 2017 - 10 - 13

      My issue is that turrets still don't function. Because of this, I can't draw any real conclusions about whether or not the new system is an improvement or if it's even viable. To know for certain, I need to be able to do the following: Build a ship that is outwardly identical to a known...
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      Questions regarding Alpha Damage

      The two reasons I don't are energy management and to give me something to do besides sit and watch. Thanks all for the advice.
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      Questions regarding Alpha Damage

      So, going with a mix of cannons and beams, what secondaries and effects are going to be the most expedient once the target's shields are down? I tend to put my guns on my turrets and then handle missiles personally. I'm a pretty horrid shot in the game.
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      Questions regarding Alpha Damage

      I had a question regarding damage from alpha strike weapons. If an alpha strike hits for, say, 500K, doesn't most of that get wasted on the small number of blocks it actually hits? Based on discussions I've seen on the forums, it would seem that you only need enough to guarantee breaking...
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      New Power DEV Thread

      I'm going to say no. Stabilizers add little more than what seems like an artificial limitation or mechanic to the power system. I think setting a maximum size versus efficiency threshold may be a better solution. You could do it as a series of threshols as well, all in a config file for easy...
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      New Power DEV Thread

      I myself am an aesthetic builder first and a min-maxer second and pvp-er never. I do want my ships to be as powerful as they can be for their size and shape though. The current ratios for reactors, stabilizers, and chambers have not improved my builds, but nor have they made them worse. I like...
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      New Power DEV Thread

      That makes some sense. It also helps with eliminating doom-sticks. Sorry. Poor choice of wording. The purpose of starmade seems to be build a ship your way. However, stabilizers continue to encourage or even require certain builds in pvp play in order to be sufficiently competitive. The...
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      New Power DEV Thread

      Let me re-phrase here. What I meant in my last post was thatthere is no system the developers can implement that all players will be equally happy with. All game systems can be min-maxed and will be min-maxed. Therefore, if a given group of players have an issue with doom-builds, they simply...
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      New Power DEV Thread

      I'm not sure that extreme min-maxing is a thing that can be fixed by the game's rules. I think it comes down to the limits enforced or agreed upon by those playing together. If you create a system, someone is going to min-max it to a degree never intended by the creator. The optimal shape...
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      New Power DEV Thread

      Relative to a similar size ship of the same role under the old power system. Sorry, my "heavy corvette" hasn't been named yet. I term it a heavy corvette as a working title based on it being bigger and heavier than my old corvette. The height is around 80m and the beam is around 100m. It...
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      New Power DEV Thread

      My personal feelings after playing around with the new system: The chamber to reactor ratio is too harsh. Drop it to about 1/10 to 1/5 the current # of chamber blocks req'd The new beam graphics are much better The activated chamber blocks need meaningful and obvious symbols instead of a simple...
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      New Power DEV Thread

      Hopefully turrets and docking see a fix very soon.
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      Devblog 2017 - 09 - 21

      Interesting. At least I know it's not something I've done wrong then...
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      Devblog 2017 - 09 - 21

      The base is about 7 x 7 x 12 and the barrel is roughly 5 x 5x 12. I can put the ship into a file and send it to you if you like.
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      New Power DEV Thread

      What I can't figure out is why my turrets aren't working. The AI won't seem to activate and they won't move manually either. They aren't blocked. I triple checked. Ideas? Comments? Suggestions?
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      Devblog 2017 - 09 - 21

      Is anyone else having trouble getting their turrets to activate under the new system? Do you need to run conduit to each turret point or something? Also, I notice my weapons are tracking differently. They seem to be fixed to unfocused fire. Anyone else noticed this?
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      How do you build?

      So you figure the HMS Dreadnought approach of an all big guns set-up is the way to go then?
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      How do you build?

      I've got a question: Do people figure that it's better for larger ships to have a smaller number of bigger turrets or a bigger number of smaller turrets? Also, reasons please.
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      Devblog 2017 - 09 - 21

      My own opinions here: I like the idea of chambers as opposed to the old effect system. It adds decisions to the whole process because you have to navigate a sort of tech or skill tree. As far as how the new power layout versus the old power layout goes, Panpiper and others are right, it won't...