Read by Council Knife to a Gun Fight

    Edymnion

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    Great, now if you couldn't get around the power limits with docked generators, that might be effective.
     

    Winterhome

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    Great, now if you couldn't get around the power limits with docked generators, that might be effective.
    Docked generators are unreliable and are extremely easy to break.

    The bigger your ship is, the weaker your shields are in relation to your mass. The bigger your ship is, the more tens of millions of e/s you need to waste on thrust to even be able to crawl around. And believe me, being able to move is very, very important. The bigger your ship is, the more power capacity you have, and thus the more alpha damage you can put out, which means that as you go up in size, the potential for a ship a quarter your size to one-shot your shields followed by drilling through the thickest part of your ship goes up exponentially.
     

    Edymnion

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    Docked generators are unreliable and are extremely easy to break.
    They used to be easy to break. Back when explosive radius could penetrate the hull and hit things docked inside your ship. These days you have to blow a hole in the ship and physically reach them before you can take them out, and at that point they're no different from non-docked reactors.
     

    Winterhome

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    They used to be easy to break. Back when explosive radius could penetrate the hull and hit things docked inside your ship. These days you have to blow a hole in the ship and physically reach them before you can take them out, and at that point they're no different from non-docked reactors.
    ...do you even play Starmade?
    People get their docked reactors ripped out of the inside of their ships all the time. With their shields up.
     

    Edymnion

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    ...do you even play Starmade?
    People get their damn docked reactors ripped out of the inside of their ships all the time.
    And how is that different from a missile tearing apart a box reactor, or reactor lines, or any other efficient reactor design?

    Yeah, docked reactors get ripped up all the time. On board reactors get torn up all the time as well. You dig a hole inside the ship and blow a chunk out, you're gonna mess both of them up with equal ease. At that point though the docked reactor is no weaker a design point than anything else.
     

    FlyingDebris

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    You uh... You haven't done much PvP have you, Edy?
     

    Winterhome

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    And how is that different from a missile tearing apart a box reactor, or reactor lines, or any other efficient reactor design?

    Yeah, docked reactors get ripped up all the time. On board reactors get torn up all the time as well. You dig a hole inside the ship and blow a chunk out, you're gonna mess both of them up with equal ease. At that point though the docked reactor is no weaker a design point than anything else.

    With their shields up.
     

    Ithirahad

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    Yeah, that's kinda a bug, not a point of argument. Hopefully explosions and weapons magic'ing through entities to hit others will be fixed somehow.
     
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    Just so you know, the core idea with some modifications could be neat, if not a little redundant, but my thought is if you wanted to see this useful and not completely OP. Make Plasma blades instead.
    Here's the idea:
    1) Plasma Blades could act just like the current weapon set. You have modules and computers.
    2) The more modules connected the more damage it does. (the mechanics work just like current weapons. Example, if one shaft of 10 blocks is connected, it is one blade out the end. you can have more than one blade connected to one computer.)
    3) It does NOT ignore shields, but does more damage than damage beams, and slightly less than damage pulse, except has very short range. (Example by default might have a 6 block sword that comes off the module.)
    4) It will have no cool-down with no slave computers.
    5) Uses more power than all weapons currently except damage pulse, but has no cool-down and uses power/sec while on. (AKA draining your power BIG TIME)
    6) Using it acts as a toggle like an overdrive computer, but it drains TONs of power and toggles off if you run out of power.
    7) It can have other weapon computers slaved to it and effects slaved to it.
    8) They would add similar benefits as they do now. (Example, Damage beam slave adds longer sword range (up to a limit) and more damage, but also adds a cool-down to the weapon. Now when it toggles on it can only stay on for a short period of time, then it toggles off and has a cool-down until it can be toggled on again. )
    9) Some bonuses would need to be different. For example Cannon computers slaved would not be able to reduce cool-down, so they instead will reduce damage and reduce power usage x2. All other slaves would add a cool-down toggle described like above.
    10) Would be a minor addition to the game, but may add some versatility due to being toggle-able and being paired to other systems.

    I think this is the only way something like this could be viable, but then again it will cause some fun balancing acts to implement as do all weapons in most games that are regularly changed. It would definitely need balancing after implementing, and that is the only true way anything of this nature can be implemented.

    Also, I agree it is unfair for any weapon to bypass shields as it would be Over Powered, the problem currently is not as much giant-ism or titans as the game not having AI fleets implemented yet. Also, anyone will recognize this if they pay attention to how little the shields give you in defense along with the equations used to calculate recharging. It is currently balanced in the favor of small swarms.

    The main thing not balanced in favor of small ships are the power reactors. They only get more efficient the bigger the dimensions are, and that is the only thing I think that "might" encourage giant-ism. Well that and being able to blow up half a planet with one missile barrage for fun. ;)
     
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    StormWing0

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    If we're going to go the Blade Block Route here's an idea:

    Blade Edge: Works find on its own but when used in combination with the different Blade Section types you can change the shape, length, and strength of the blade. This weapon block is like a reusable warhead but it does direct damage to blocks through shields. It doesn't bypass armor just shields! It also uses an amount of power each collision and if the user runs out of power the Blade edge that collides while out of power is destroyed. There are 3 types of blade edges, 1 is a wedge block, the next is like a wedge but it comes up from 2 sides at the base and gets thin at the top, the last one is a spike or cone.

    Blade Sections: Various shapes of blade blocks to allow someone to make different types of blades on ships. While a group of these blocks is touching a group of blade edges it affects the damage output of the overall blade edge group. Also this affect the power usage for collisions.


    Thought this might be a bit clearer and it seems more reasonable. It still bypasses shields and uses collisions to deal damage but it also can only deal damage on collisions.
     
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    Benevolent27

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    This sounds like an interesting idea for a mod.

    Now if only they'd implement modding for weapons systems. I imagine it'd be easy enough to copy a damage beam weapon system, severely limit the range, boost the damage, and set a "ignore shields" modifier (as is present for warheads).

    Though, I think this might be a bit OP to be usable off the bat. I'd hate to have to repair my titan every time someone decided to spark at it with some crappy little ship. I think it'd be better if it only ignored shields AFTER a ship was at 50 or 25 percent shields.