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  1. mrchip

    THE space combat solution v.2 (making large ships viable while respecting the core mechanics too) In depth presentation.

    then this is just a disagreement of opinions. i personally believe SB headed in the right direction, while you have strong preferences for another game that you're trying to propose, that i personally don't agree with: what you define as potential is undesirable to my eyes. this whole thing was...
  2. mrchip

    THE space combat solution v.2 (making large ships viable while respecting the core mechanics too) In depth presentation.

    thanks mr rabbit man, you saved me a lot of time. first of all: yes there is anger in my post. look past that, and my points still stand. and here's a TLDR of what those were, since you missed most of it: AS LONG AS the upcoming radiation scanners don't become blind within render distance, or...
  3. mrchip

    THE space combat solution v.2 (making large ships viable while respecting the core mechanics too) In depth presentation.

    I just need to point out that normally, if i found a suggestion i dont agree with, i'd just voice my concern with it, wait for a reply in case i have to be corrected, and if im not, just move on. The reason i keep adding and adding and writing walls of text about this, is the constant rhetorics...
  4. mrchip

    THE space combat solution v.2 (making large ships viable while respecting the core mechanics too) In depth presentation.

    look i know you're just going to tell me i, mortal, do not understand your divine intention, the 16th wonder of the world, however: 1) the graphs, very cool, but they're completely made up. guesses from your fantasy. nobody, even the most experienced PVP player to date, could come up with...
  5. mrchip

    THE space combat solution: radiation based "auto turrets" This thread is obsolete and to be ignored.

    And btw: Try to think about the counterarguments people make. For example: Don't just read "no auto turrets" and assume people are reacting just to that alone. Try to really understand the points being made by the person sharing counterarguments. I'm just sharing my opinions to see if there's...
  6. mrchip

    THE space combat solution: radiation based "auto turrets" This thread is obsolete and to be ignored.

    The idea, for how i understand it, is that fighter will never want auto targeting, since that emits radiation and would make them trackable, which is a deadly threat for a fighter. However... the only reason it doesn't matter on a big ship, is that the big ship is going to get hit regardless of...
  7. mrchip

    Space combat is primitive?

    the ship battle system will change with the addition of tripods, radiation tech, and the shift of meta(s) when real combat scenarios become a thing thanks to capitals and player stations. we need to wait for that to make a judgement of the current system. and in my opinion - it's headed in the...
  8. mrchip

    Space combat is primitive?

    I'm late to this lmao So you just went from "aim at your target and shoot" to "look in the general direction of your target, fire and forget". what the hecc is a cannon this is just not true. this just shifts the balance around. creates a different meta. The only way to reduce the meta, is if...
  9. mrchip

    THE space combat solution: radiation based "auto turrets" This thread is obsolete and to be ignored.

    because the "and more" either overpowers the old style (and becomes the only viable thing), or it's nerfed and using it reduces your potential (becoming unviable) More power = more radiation. Why would you build bigger? To carry more cargo, maybe. Not in a fight. There the only reason is to...
  10. mrchip

    THE space combat solution: radiation based "auto turrets" This thread is obsolete and to be ignored.

    Ok, serious now. I'm not that convinced. For a bunch of reasons. - Starbase is totally meant to be ww2 in space. Should this be changed? Idk, but that would mean changing what the game is at a deep level. - You won't use these turrets to cover any angles that aren't directly in front of you...
  11. mrchip

    Rails and Rail Movers - Requesting feedback on current rail usage

    I've used rails to try them, not so successfully. I used them to electrically connect 2 detachable parts, but ducts can do that just fine without any of the rail bugs. They are not present in any of my designs. It would not impact me, since as much as i want to use them, i know they are not...
  12. mrchip

    About the removal of Attachment Plates

    Attachment plates are really useful. It roughly comes down to these scenarios (Please comment if you can think of a scenario i missed, examples are also welcome): Connecting beams that do not touch Connecting beams at "unconventional" angles Ease of building sections of your frame without...
  13. mrchip

    The Pilot Series Season 2. (Unofficial Lore of the war between Empire and Kingdom.)

    sad, this was amazing. rip TPS you will be missed
  14. mrchip

    Small-Scale Base Building

    Maybe I don't want to build a city. Maybe I just need a small workshop. Maybe just a temporary storage cache to leave some cargo that I'll pick up later. Maybe I just want to build a nomad tent. We need player built stationary objects with enough flexibility to fit any need on any scale.
  15. mrchip

    Sensors

    I need a robot voice in my cockpit saying "Warning: Warp class compromised"... I like all of this. Except GPS, because we already have tools for that. About the rangefinder updating more slowly depending on range: instead of that, there could be a randomness amount to the readings, the farther...
  16. mrchip

    Gunships

    Also, don't delete the turret parts no matter what, they're needed for industrial purposes (mining lasers, tractor beams) and are a useful multipurpose part (rotating rangefinders...)
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