PD might stop the missiles, but you're not going to be able to do any damage if the enemy warp drive is powerful enough.hmmm well swarmers are slow my pdts normally are able to tke em down before they can reach me.
my cannons are vry quick though.
+ sound-absorbers => light absorbers (=less dps/block) : for space guns to evade detection? Just an ideaMaybe increase scanner range to ping ships that have fired recently? I don't know, just a thought.
Pretty much every large server has a much higher speed limit, without boosted AI accuracy. This leads to faster missiles that also can't be shot down.hmmm well swarmers are slow my pdts normally are able to tke em down before they can reach me.
my cannons are vry quick though.
I like this - this makes clockers more useful again.Perhaps the inability to warp when weapons are reloading? That'd certainly balance out ships that rely on overkill alpha damage and trololol warp away once they take an ounce of damage.
Exactly. There's so many gameplay elements that are being hurt by this warp-even-when-half-your-ship-got-blown-to-shit mechanic. In fact, I'd say that it's the number one cause of imbalance at the moment.I like this - this makes clockers more useful again.
Will still be impossible if the target has no weapons on cooldown, thus can jump away :pteam-work to take down a target (doesn't matter, it'll jump away)
Well yea, but if it has no weapons on cooldown that means that it either didn't shoot you or has constant damage weapons, which wouldn't overpower a task force by instantly killing one of the members (since you can't do that unless the ship is really really bigger). To be honest I think that it's fine.Will still be impossible if the target has no weapons on cooldown, thus can jump away :p
Each gate could be fitted with power capacity for 2..4 ships, with collision-volumes the same size as the gate, but 1/8 of max volume (Allows some good shapes and is good for ships which easily fit through).If non-squares are allowed, I'll build my gates X or V-shaped to make my gates not usable by builds from somebody else :D
Else I will just cover it partially with hulls, or would that break it?
Will make nice gate-species.
First Classification System for WarpGates (AFAIK):
Sizes are minima, not maxima for that classification.
1st number = minimum number of bits to represent minimum diameter.
2nd or 3rd number = size ratio (larger / smaller), rounded down.
1st Alphanumeric = lower axis size (diameter)
- binary = dezimal = Name _infix_ Gate = 1st char
- Default 0 = broken (1st) or no derivation (2nd) from standard gates.
optional 2nd (with 3 numbers):
- broken | no derivation = Broken _ _ _ | _ Normed _
- 0x10 = 2 = Personal _ Gate = 2 or P
- 0x100 = 4 = Spy _ Gate = 3
- 0x1000 = 8 = Scout _ Gate = 4
- 0x1'0000 = 16 = Shuttle _ Gate = 5 or S
- 0x100'0000 = 64 = Margin _ Gate = 7
- 0x1000'0000 = 128 = Meridian _ Gate = 8 or M
- 0x1'0000'0000 = 256 = Medium _ Gate = 9
- 0x10'0000'0000 = 512 = Large _ Gate = A or L
- 0x100'0000'0000 = 1024 = Hyper _ Gate = B or H
- same as 1st, but without the first bit in the bit-representation (derivation from standard sizes)
2nd or 3rd Alphanumeric = larger axis size : lower axis size
- ratio L:S = Name infix = 2nd char
TO-DO:
- 1:1 = _ Tailored _ = 1 or T (DEFAULT)
- 3:2 or 4:3 = _ Uncommon _ = 2 or U
- 2:1 = _ Wide _ = 2 or W
- 3:1 = _ Extended _ = 3 or E
- >=4 :1 = _ Anarchy _ = 4 or A
- E and A may be hard to tell apart from 1st and 2nd letters.
- Need a few better names
Either that or they removed their computers, thus removing any and all cooldown.but if it has no weapons on cooldown that means that it either didn't shoot you or has constant damage weapons
This would also give opportunity for low-alpha weapons.Instead, what if jumping triggered cooldowns itself (and refreshed upon subsequent jumps)? You wouldn't have to worry about oversized turrets/docked ships getting around the system if even turrets had to reload after a jump.