Enhancers we're broken in a previous dev build. They may still be broken.Why is it that my perfectly fine turrets don' t even turn when i'm inside them ? Yes i have all the enhancers needed. I even replaced all my turret docking blocks.
nightrune It's in your best interests to read this and communicate to the rest of Schine.I thought the point was to remove the cryptic power puzzle and replace it with a more robust power system that is easier to understand, which doesn't mean dumber. And from what I've seen so far of the Dev build the system is much more complex and easier to understand at the same time. But that's just me.
sad :/snip
That 14 billion damage ship wasn't even optimized. I was literally just throwing system blocks together. That number could easily be doubled, maybe tripled with vastly more hull damage too due to the way missiles work.nightrune It's in your best interests to read this and communicate to the rest of Schine.
No, this change is certainly dumbing it down - in fact, I feel like my intelligence is being insulted. The old power system was quite simple and allowed flexibility for efficient design in virtually any hull - the baseline "efficient" 2mil e/s generation, a set of long lines of reactors in a "checkerboard" pattern (IE no line was adjacent to another) was dead simple and effortless to make. If you understood what exactly was making your power generation more efficient per block (increasing the box dimensions of a reactor group with the fewest amount of blocks possible, EG straight lines in the X Y and Z directions or one very long one in one direction) you could get your 2mil e/s in a very, very small amount of mass. I think mathematically the minimum was well under 200 mass.
This was a problem. While it supported aesthetics-focused builders by allowing you to fit basically however much power you wanted into virtually any ship, it also made meta PVP builders' lives fairly simple and fairly easily. The most efficient setups for power were grids of power lines not connected whatsoever. Such a ship is nearly impossible to hit and while its box dimensions (what you're basing your power generation on now) are extreme, often quite similar to a ship well over 10x or 20x its size, its mass was not at all comparable - I have a 5k mass ship whose box dimensions are similar if not larger than a 150k mass ship. See the mismatch? Basing your efficiency on geometry such as this is a mistake in a three dimensional game where utilized internal volume (in layman's terms, weight/mass) is far more important than the dimensions of the ship thereof. I had hoped Schine had identified this problem and the new power system would address and fix this.
It did not. In fact, it's done exactly the opposite. Not only does this suffer from precisely the same problems the old system did, it exacerbates them - instead of having to worry only about the distance between two points three times per reactor group, I only have to worry about the distance between two points once. My work load for building power on ships has been decreased by 66%, which is quite sizeable. On top of that, it now punishes aesthetic builders - as mentioned, numerous examples exist now of people being unable to even utilize their old ships even with the changes to power costs. Edymnion mentions that expecting to refit should not be a problem - it isn't, what is a problem is having to trash ship hulls because they mathematically and geometrically cannot support their previous systems; this is called a downgrade, not an upgrade or even a sidegrade.
Contrary to popular belief here, myself and other "meta PVP" builders do care about the community - this update makes our lives vastly easier, but at the expense of everyone else, which is most certainly a problem and like any change that negatively affects the game, we are going to talk about it until your eyes get sore. FlyingDebris was able to make a testbed ship that did 14,000,000,000 (billion - count those zeroes) damage at ~300k mass within about 30 minutes of playing the dev build. No legitimately built ship in StarMade has 14,000,000,000 shields, ion or not - regardless of size. If this is working as intended for Schine, this ship has already sank and found a comfy spot on the sea floor.
I said this before when this was merely a proposal, but if Schine is going to ignore me and people like me, we'll just utilize your system to the best of our abilities, and then perhaps instead of us you'll listen to the people who complain about us. This isn't about nuance, this is about absolutely obliterating any semblance of balance you once had in ship design. If there was a divide between meta PVP ships and RP ships, it's turned into a god damn cosmic gulf between galaxies now. I cannot emphasize how much of a mistake this is for keeping 98% of your player base satisfied and happy.
Who cares really, you can get working on new stuff faster.sad :/
didnt think of it much. now realised my ships will be a massive liabilty in that they will have so much useless space...
I know but I worry my ships wont be as effective in pvp then. Unless I fill the space with shields and thrust...Who cares really, you can get working on new stuff faster.
I logged into SMD just to like your comment you fuckin nailed itnightrune It's in your best interests to read this and communicate to the rest of Schine.
No, this change is certainly dumbing it down - in fact, I feel like my intelligence is being insulted. The old power system was quite simple and allowed flexibility for efficient design in virtually any hull - the baseline "efficient" 2mil e/s generation, a set of long lines of reactors in a "checkerboard" pattern (IE no line was adjacent to another) was dead simple and effortless to make. If you understood what exactly was making your power generation more efficient per block (increasing the box dimensions of a reactor group with the fewest amount of blocks possible, EG straight lines in the X Y and Z directions or one very long one in one direction) you could get your 2mil e/s in a very, very small amount of mass. I think mathematically the minimum was well under 200 mass.
This was a problem. While it supported aesthetics-focused builders by allowing you to fit basically however much power you wanted into virtually any ship, it also made meta PVP builders' lives fairly simple and fairly easily. The most efficient setups for power were grids of power lines not connected whatsoever. Such a ship is nearly impossible to hit and while its box dimensions (what you're basing your power generation on now) are extreme, often quite similar to a ship well over 10x or 20x its size, its mass was not at all comparable - I have a 5k mass ship whose box dimensions are similar if not larger than a 150k mass ship. See the mismatch? Basing your efficiency on geometry such as this is a mistake in a three dimensional game where utilized internal volume (in layman's terms, weight/mass) is far more important than the dimensions of the ship thereof. I had hoped Schine had identified this problem and the new power system would address and fix this.
It did not. In fact, it's done exactly the opposite. Not only does this suffer from precisely the same problems the old system did, it exacerbates them - instead of having to worry only about the distance between two points three times per reactor group, I only have to worry about the distance between two points once. My work load for building power on ships has been decreased by 66%, which is quite sizeable. On top of that, it now punishes aesthetic builders - as mentioned, numerous examples exist now of people being unable to even utilize their old ships even with the changes to power costs. Edymnion mentions that expecting to refit should not be a problem - it isn't, what is a problem is having to trash ship hulls because they mathematically and geometrically cannot support their previous systems; this is called a downgrade, not an upgrade or even a sidegrade.
Contrary to popular belief here, myself and other "meta PVP" builders do care about the community - this update makes our lives vastly easier, but at the expense of everyone else, which is most certainly a problem and like any change that negatively affects the game, we are going to talk about it until your eyes get sore. FlyingDebris was able to make a testbed ship that did 14,000,000,000 (billion - count those zeroes) damage at ~300k mass within about 30 minutes of playing the dev build. No legitimately built ship in StarMade has 14,000,000,000 shields, ion or not - regardless of size. If this is working as intended for Schine, this ship has already sank and found a comfy spot on the sea floor.
I said this before when this was merely a proposal, but if Schine is going to ignore me and people like me, we'll just utilize your system to the best of our abilities, and then perhaps instead of us you'll listen to the people who complain about us. This isn't about nuance, this is about absolutely obliterating any semblance of balance you once had in ship design. If there was a divide between meta PVP ships and RP ships, it's turned into a god damn cosmic gulf between galaxies now. I cannot emphasize how much of a mistake this is for keeping 98% of your player base satisfied and happy.
Depends if it's counterproductive. I'd be happy if there was only 1 shield block and regen/capacity could be adjusted with a slider.I know but I worry my ships wont be as effective in pvp then. Unless I fill the space with shields and thrust...
Outside of either overhauling everything or going back, what would you suggest?nightrune It's in your best interests to read this and communicate to the rest of Schine.
No, this change is certainly dumbing it down - in fact, I feel like my intelligence is being insulted. The old power system was quite simple and allowed flexibility for efficient design in virtually any hull - the baseline "efficient" 2mil e/s generation, a set of long lines of reactors in a "checkerboard" pattern (IE no line was adjacent to another) was dead simple and effortless to make. If you understood what exactly was making your power generation more efficient per block (increasing the box dimensions of a reactor group with the fewest amount of blocks possible, EG straight lines in the X Y and Z directions or one very long one in one direction) you could get your 2mil e/s in a very, very small amount of mass. I think mathematically the minimum was well under 200 mass.
This was a problem. While it supported aesthetics-focused builders by allowing you to fit basically however much power you wanted into virtually any ship, it also made meta PVP builders' lives fairly simple and fairly easily. The most efficient setups for power were grids of power lines not connected whatsoever. Such a ship is nearly impossible to hit and while its box dimensions (what you're basing your power generation on now) are extreme, often quite similar to a ship well over 10x or 20x its size, its mass was not at all comparable - I have a 5k mass ship whose box dimensions are similar if not larger than a 150k mass ship. See the mismatch? Basing your efficiency on geometry such as this is a mistake in a three dimensional game where utilized internal volume (in layman's terms, weight/mass) is far more important than the dimensions of the ship thereof. I had hoped Schine had identified this problem and the new power system would address and fix this.
It did not. In fact, it's done exactly the opposite. Not only does this suffer from precisely the same problems the old system did, it exacerbates them - instead of having to worry only about the distance between two points three times per reactor group, I only have to worry about the distance between two points once. My work load for building power on ships has been decreased by 66%, which is quite sizeable. On top of that, it now punishes aesthetic builders - as mentioned, numerous examples exist now of people being unable to even utilize their old ships even with the changes to power costs. Edymnion mentions that expecting to refit should not be a problem - it isn't, what is a problem is having to trash ship hulls because they mathematically and geometrically cannot support their previous systems; this is called a downgrade, not an upgrade or even a sidegrade.
Contrary to popular belief here, myself and other "meta PVP" builders do care about the community - this update makes our lives vastly easier, but at the expense of everyone else, which is most certainly a problem and like any change that negatively affects the game, we are going to talk about it until your eyes get sore. FlyingDebris was able to make a testbed ship that did 14,000,000,000 (billion - count those zeroes) damage at ~300k mass within about 30 minutes of playing the dev build. No legitimately built ship in StarMade has 14,000,000,000 shields, ion or not - regardless of size. If this is working as intended for Schine, this ship has already sank and found a comfy spot on the sea floor.
I said this before when this was merely a proposal, but if Schine is going to ignore me and people like me, we'll just utilize your system to the best of our abilities, and then perhaps instead of us you'll listen to the people who complain about us. This isn't about nuance, this is about absolutely obliterating any semblance of balance you once had in ship design. If there was a divide between meta PVP ships and RP ships, it's turned into a god damn cosmic gulf between galaxies now. I cannot emphasize how much of a mistake this is for keeping 98% of your player base satisfied and happy.
the OPPOSITE to the current system. Use the convex hull distance calculations and make stabilisers have to be within a certain radius of the reactor to work. Bigger reactors have a larger working radius to go by, with the smallest reactors requiring the stabalizers to be practically adjacent, medium reactors having a leeway of a dozen blocks or so, etc. CERTAINLY NOT the current distance requirements.Outside of either overhauling everything or going back, what would you suggest?
I'm surprised Schine isn't listening to the more veteran players who would most likely have more experience (in hours) with the community and Starmade's balance.
Just because they aren't responding, doesn't mean that they aren't reading these discussions. I would suspect they are playing their ideas and internal discussions close to the chest, considering that the power system was needed for a larger universe system.I'm sure half of us locked in a room for about 10min can come up with a way to make this new power system work properly but it doesn't help if we're being semi ignored.