Space battles should be more epic

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    it seems only appt that uberships should indeed be uber, that might just have to be a point of dissagreement

    Wouldn\'t it deffeat the pourpose of haveing turrets entirly if you could simply put said beacon somewhere irrelivent to the rest of the ship?

    As far the different weapons for differnt sized ships, regardless of what names theyare given you seem to understand what I am trying to communicate



    Forgive me if I come across as rude I\'m just trying to understand
     
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    well, I suppose completey making turrets useless is bad. I suppose the AI/seeker missles would be set to target any random block on the hull and then occasionally switch, meaning that having plenty of hull is now useful. Let\'s set the IFF beacon the center front of the ship. Why? Because if the core is there, the players can see it. They don\'t need the beacon to know. And also, what idiot puts the core right at the front of the ship?
     
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    Hi,


    Let\'s set the IFF beacon the center front of the ship.


    That would mean a lot less \"death cubes\" - people would build \"death donuts\" (with nothing in the center of the ship to make IFF useless) instead.. ;-)

    Hmmm, donuts!
     
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    I didn\'t say you shouldn\'t sell items to the shop. That\'s just terrible.


    pirates would still drop plenty of parts. The loot amounts should be skewed toward the lower end of the factory tree (L1 ores) as opposed the high end (ship blocks)


    Pirates should only drop 3-6 different types of items and they should be of limited quantity (10-50). The second sentence I agree with completely.
     
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    Just how many ships have you blown up, firing manually, from outside visual range? The IFF beacon has to go somewhere, so why not put where no one will put the core. And if donuts become common, those will at least take a little more skill to make into indestrucible uberships.
     
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    My solution to the AI turret issue would be to have them work on three rules.

    1. Shoot for the barycenter of the ship (the center of its mass)

    2. If there\'s nothing at the barcyenter (hollow ship, ship with hole blown through it) then fire at the nearest blocks to it.

    3. If core is exposed, override other rules and shoot it.
     
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    I\'ve killed ships from BVR plenty of times and I usually attack stations from BVR up to a sector away.

    My cruisers usually have at least two guns that go out to 800 meters, if not the entire sector. Ships are hard to hit from this range if they\'re moving laterally, but if they are closing in or running away and I\'m in line it\'s doable.
     
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    I think I\'ll just interject with a random idea:
    What if AMCs had spread? This would prevent drilling, and add another factor to combat.
     
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    How about variable targeting?

    As in \"focus engines\" \"focus weapons\" \"aim for center of mass\" etc?
     
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    http://star-made.org/content/my-take-new-amc-system

    (With the problems with the AMC i mean!)
     
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    Stop this entire :shield is hit, therefore regen goes lower: current system.

    Add ion cannons, lasers, plasma blasters, beam arrays, etc, to add more versitile weapon systems.
     
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    Weak points in general right now the way we are talking about them seem kind of dumb because they just seem to make big ships weaker my question is why would you ever want to include them in the first place

    I mean having an area that has weapon controll seems cool and all but if it gets taken out does it mean all my weapons are gone? what if I have a sheild controll room, what does it do for my captital shoot execpt say hey here is where my shields are come shoot them.

    I do inded like the idea of giving the underdog in the fight a chance but if I am going to have weakpoints on my super big ships I want them to have an actual reason for them in the first place

    I dont know make it so that if you have a weapons controll room you can have ai fire some or all of your weapons for you so you can focus on flying and maybe having a generator room improves energy generation of all power blocks and give a flat power bonus in generation.

    then when they are destroyed dont actually destroy the room/block that makes it a fire controll room etc but make the ship less powerfull than it would be without it. For example lets say you have a generator room on your ship and it confers a 5% bonus to energy generation on your ship then when the weakpoint is damaged have a debuff to the ship like a 2% energy generation loss for a limited amount of time implying that system will recover or maybe just hold the debuff till combat is finished

    lastly when you mentioned that the weakpoints should or should not be visable, I think they should either show up without a tag or dont show up at all and its up to the pilots to know where the weakpoints are on certain ships but that would mean to make it more viable for people to have lots of one kind of ship in other words make it harder to build ships

    an idea for that is the crafting system we have one so why dont we use it to make certain blocks harder to get like lets say the weapons controll block, or advanced power generators, this way it would make people want to buy blueprints and fly those ships more but we would have to also have some sort of system to stop people from just nicking the blocks from the blueprints and building there own ship but I dont have any idea how to do that.
     
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    I give this idea a thumbs up however this implies that the turrets would know where engines and weapons are and I dont like that and the amount of resources it would take for the turrets to know what blocks are exposed seem a little to intense so how about this

    have the turrets target any of the weakspots till they are damaged/destroyed then move onto the next one or have a setting just to aim center of mass
     
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    Has anyone ever suggested a scrambler which makes the diamond jitter a bit periodically, say maybe every 5 seconds it offsets the diamond to a semi-random block on the ship within a certain radius of the core?
     
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    Fuel, lovely wonderful fuel. To me it seems rather op to have fighters that can fly forever. Look at the battle of britain, meshersmitz could only stay less than half an hour over britain, they very often had to abondon their escorts (which, from reading this thread, you guys want bombers to be effective). Now, if we add this into starmade, we suddenly have a use for carriers, since fighters and bombers wont get anywere without them.

    Fuel also adds tactical and ship building issues. Im gonna delve into my meshershersmit example again: the german planes could only get into 1 or 2 dogfights. Or they would run out of gas. So a fighter in starmade must now think \"do i have enough fuel to do this, do i have to bail\". For ship designers they must remeber to ppace fuel storage on the ships, the more the better.

    And just for those people worried about lone wolf players, it would be simple enough to have a refuelling station at each shop.

    Now for the implementation:

    if you made energy regen blocks unplaceable on ships up to a certain side. And seriously buffed the amount power tanks can hold, you would have a decent fuel system (though not ideal). And then it would be slightly more realistic as there is no generator that small.
     
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    I don\'t think fuel should be like that. It doesn\'t make any sense with this level of technology. Besides, this is space, and thrust is very efficient. Even gas leaks can slowly push a ship in space.

    Fuel should last a good while, like nuclear fuel or something. The entire point of fuel should be to have consumables, not to make you stop at every shop. The idea being that you have to locate resources and have production, not to just make new ships, but to keep the ones you have running.
     

    FlyingDebris

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    I say there shouldn\'t be fuel. If you do a littile research, you\'ll find these things that NASA is either testing or trying to find a way to create:

    FTL Transport
    Infinite fuel
    Antigravity
    Artificial gravity
    Teleportation
    Interstellar transport
    Cryogenic pods
    Autonomous asteroid mining
    Etc...
     

    FlyingDebris

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    The FTL engine is in the testing phase.
    It uses an Alcubierre drive, using a modified bubble shape to take the energy neccesary to warp space-time down to reasonable levels. And, they have already been able to teleport single atoms, and are working on groups.
     
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    I meant fuel lasting for half an hour or something, depends on how magic your engineers are. But fuel adds a bit another system to worry about, so people must learn to balance it out with shields ect. And yes, you can be propulsed by gas leaks, but what energy do you use to fire your amcs? That should runout